AnD4D's Recent Forum Activity

  • Great stuff! Thanks a lot! Took collision checks down from 300 to just 30

  • sqiddster I don't suppose you still have this do you? The dropbox link is broken. I have the version R0J0hound created set up, but notice that it's doing around 400 collision checks a tick.

    I plan on having 4 characters running around with these lasers, so I'm interested in checking out the other method to see if it produces less checks.

    I tried recreating it using what you've described in your post, but don't see where the increment variable is reset. As far as I can tell, it just reduces down to 1 and then stops.

    I know we're now 3-4 years down the line...

  • I'm afraid not. Things may have changed, but I've moved away from Prototypes onto larger games now.

    I'm sure I'll come back to pathfinding in the future, but not yet.

  • Aphrodite - I agree. I released 2 games on Android using Cocoon, and I thought iOS would be just as easy, but when I got around to using it, Scirra stopped support. Same happened with Ejecta today. I have learned not to expect from Scirra, but I'd have thought text input would be a standard thing.

    Ejecta had it, and so does another exporter I use. I hope it gets added to the plugin. I imagine it's a simple addition.

  • I thought CocoonJS was pretty much finished with.

  • $3 for something that I'll use once, and should already be in the software? Geez...

    I'm such a cheapskate

  • So I was building my game with Ejecta, but I'm having issues, so I figured I'd see how things work so far with PhoneGap.

    My question is, how do we invoke the digital keyboard? With Ejecta, they had their own plugin that allowed me to do that, but PhoeGap appears to only have Game Centre, and that doesn't have a similar action.

    Am I missing something?

  • 1. Change "Fullscreen in browser" in C2 to "Scale inner" (letterbox scale was probably the cause of the black screen)

    2. In Xcode, on the General tab, Device orientation, uncheck portrait/upside down and check Landscape Left and Landscape Right, or on or the other.

    3. On the info tab, find "Initial interface orientation" and select "Landscape (left home button)" or right home button.

    KFC I followed your directions in combination with Ashley's tutorial, and I still get a black screen. I'm not minifying my project, it's just not working.

    Are you testing it on a simulator, or a device? May I ask how long the app took to load on yours? I sat and watched it this time, and after about 1 minute, the iPad retina simulator rotated 90 degrees and an iPad menu appeared (maps, etc). After about 30 seconds, all the icons apart from Safari vanished, and it rotated back to portrait. 2 minutes after that, XCode informed me that it had lost contact with the device.

    I'm exporting it as Ejecta, not HTML5, and I'm downloading the Ejecta project from the link in the tutorial. Copying the export into that folder and replacing the name of the folder as "App". Once done, I'm double clicking the xcode project, setting the settings as you say, and then running the build (which says it's built successfully).

    I've done a fresh OS upgrade, as well as a new xcode install. There must be a step somewhere that I'm missing.

    I should say I have WebGL on, as I read that Ejecta supports it now.

  • KFC - Thanks! It's a rubbish game, but I did what I was told... *sigh*

    I'll give this a go tonight

  • KFC

    Sorry, my mistake. I did have Xcode installed on my Mac, and downloaded Ejecta from Github. I followed all the steps in the tutorial, and tested 2 emulators. iPhone 6 and iPad retina.

    I'm in the process of updating the mac's OS, so I'll check it again after that. I have sent you a link to the game via PM.

    Thanks!

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  • KFC

    Are you using the latest Ejecta build/xcode/C2?

    I'm using the Ejecta plugin provided with the latest C2. The xcode version I'm using is whatever is provided in the tutorial.

    Are you running the game on an emulator or a device and what device/iOS version?

    I'm using a mac with an intel chip, and running the game through the Xcode emulator.

    Are you getting any errors in xcode?

    None. It tells me the build succeeded, shows me a black portrait screen (even if I set it to landscape) then after a few minutes, Xcode tells me it lost contact with the (emulated) device.

    If I understood correctly, after running the game you see the splashscreen, after that a black screen. Does the game crash? Is anything loaded in the memory before crashing?

    I see a black screen. Then, a minute or 2 later, the Ejecta splash may appear, but often I've gotten bored and just got on with other work, so I may have missed the splash screen the other times. It definitely doesn't appear quickly. How do I see if anything loaded into memory before the crash?

    Would I be able to send you the capx?

  • Just to confirm, I've followed this tutorial telling me to export HTML5 and Ejecta Kitchen:

    https://www.scirra.com/tutorials/907/deploy-your-c2-game-to-ios-the-easy-way

    This tutorial telling me to export via the Ejecta plugin and to download Xcode from GitHub:

    https://www.scirra.com/tutorials/992/how-to-export-to-ios-with-ejecta

    And both just give me a black screen.

    I'm more than happy to pm my capx if someone wants to have a look and tell me what I'm doing wrong. This whole thing has taken me 7 hours today, so far, and I'm miserable

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AnD4D

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