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  • I haven't used the Flurry plugin with CocoonJS so I'm not sure how well it works, especially with the latest CJS updates, but on other exports it works well.

    Alternatively you could send the data using Ajax to a database, basically the same way you did with the online high score table in your tutorial. You could even make a small app with C2 to fetch the data and create pie charts and graphs and what not.

  • Without accusing anyone of anything, I'd go as far as saying the linux exports probably were not tested too extensively when deciding to go for NW as a wrapper.

    That's the feeling I'm getting as well, but it's understandable, especially as at the time they implemented the NW export option it looked like they didn't have that much time to thoroughly test it.

    And as there were no major complains from the C2 community nothing was done regarding the NW Linux export.

    Maybe now we can put the pressure on Ashley, as the creator of a game engine with a huge community, to put the pressure on the NW guys and to show them there is interest in the Linux export.

  • Note that Crosswalk is a few releases behind the current Chrome for Android version so you won't get that update right away.

  • ggibson1 Thanks, some webgl effects seem to cause the error.

    Ashley I was trying to narrow down the possible causes before stripping down my game layer by layer trying to find the cause so that I could post a minimal capx.

    The error report has been posted.

  • Problem Description

    When using certain WebGL effects and trying to test the Windows Universal 8.1 exported project on a WP 8.1 device (tested on Lumia 625) Visual Studio shows a Javascript error: Unable to set property 'hasCurrentMatMV' of undefined or null reference.

    No error on running the game in Windows 8.1, only on Windows Phone 8.1.

    I've tested using two effects:

    Using the "AdjustHSL" effect causes the error

    Using the "Brightness" effect does NOT cause the error

    Attach a Capx

    [attachment=0:168f1xrx][/attachment:168f1xrx]

    Description of Capx

    The Vertical space shooter template with the added AdjustHSL effect to the player sprite.

    Steps to Reproduce Bug

    • Run the exported W8.1 Universal app on a WP8.1 device

    Observed Result

    Javascript runtime error.

    Expected Result

    Game to run normally on the device.

    Affected Browsers

    • Chrome: (n/a)
    • FireFox: (n/a)
    • Internet Explorer: (n/a)

    Operating System and Service Pack

    Windows 8.1 Pro 64-bit

    Windows Phone 8.1 (8.10.12393.890)

    Construct 2 Version ID

    r175

  • I was testing my game with the Windows Universal 8.1 export for the first time and while on Windows 8.1 it ran fine, on Windows Phone 8.1 I got a Javascript error: Unable to set property 'hasCurrentMatMV' of undefined or null reference

    I tried exporting a template game and it ran perfectly.

    Any known causes for this error on windows phone 8.1?

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  • If you're experiencing, for instance, your menu elements being too big and going off screen on different screens with different aspect ratios you could use the ViewportBottom and ViewportRight expressions to get the aspect ratio of the screen and then calculate and compensate for the increased size of the elements with set height, set width and some creative math.

    At least that's how I did it for my project's main menu. If there's an simpler way to do it I'd like to hear it.

  • Aphrodite Cranked up high or muted, the phone call volume didn't effect sounds or music.

  • There are two Chrome for Android bugs I have a problem with.

    First, when playing back music, there's a small delay between the music ending and looping back to the start making truly infinite looping music impossible.

    Second, some of the sound files play at a much lower volume than other sound or music files when played through the phone speakers compared to using headphones or when the game runs on desktop. A month or two ago this bug was not there.

    These problems obviously translate to Intel Crosswalk as well.

    Are there any ways to fix or work around there bugs?

  • I was kinda confused by the title. Optimally you would check with a server the exact time and date.

    As for saving each tick it seems unnecessary as you only need the start time and the current time to be able to setup a correct timer internally or to present one to the player.

  • Maybe you could save the time when player quits and then when game is restarted compare the time.

    What if the game crashes or the player presses the home button?

    Rather you could save the time when a certain event started, for instance when the player started building a building and in case of a crash or the game being closed on start you could compare the current time and the time the event started.

    This obviously could be manipulated by the player by changing the devices time and date settings.

  • hmin It should work fine, yes.

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KFC

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