wgfunstorm's Recent Forum Activity

  • I'm not sure if it's a Construct or appMobi issue, so I also posted about it on their forums: forums.appmobi.com/viewtopic.php

    Textfields with non-standard fonts will cause a black screen when exported to appMobi directCanvas and played on an iDevice.

    Testing the same project in the appMobi XDK emulater works, it's just on the iDevice that it fails.

    Textfields with standard (eg Arial) fonts work.

    Once you have a textfield with a non-standard font, changing the font back to a default font (eg Arial) on the same textfield isn't enough. I actually have to delete and replace the textfield with a new one for it to work.

    It would be great if non-standard fonts automatically fall back to a system default font, or at least pop up an error when trying to export.

    And yes I know non-standard fonts won't show up on other people's devices. I use them locally anyways so I can design the screen the way I want it to look and then use set web font for other people. Which I know won't work on appMobi but I haven't thought about how to fix that yet... maybe bitmap fonts or as a last resort pngs or using default fonts.

  • I went through and checked, we only use _ and - which I assume would be ok.

    Anyways, I don't want to derail further here so I created my own thread: forums.appmobi.com/viewtopic.php

    Thanks for the help so far, hopefully we can solve this!

  • AppLab v3.4.4, just installed it this morning. Watching your adhoc tutorial now, think it's worth a shot?

  • Well, since I have you here, I have an app exported through directCanvas that works in the emulator but just goes to a black screen on my iPad 1. Is there any sort of error console or debug mode on the iPad that can tell me what could be causing the issue? (sorry to hijack your thread Kmag!)

  • When I create a blank project and add the Browser object (without even using it) and export to AppMobi directCanvas, I get a black screen. If I remove the Browser object or export to AppMobi browser, then it works.

    Here's the error messages I get in the error console:

    Uncaught directCanvas error: document.addEventListener is not available in directCanvas canvas.html:401

    document.addEventListener canvas.html:401

    instanceProto.onCreate c2runtime.js:8374

    Runtime.load c2runtime.js:1323

    Runtime c2runtime.js:848

    cr.createDCRuntime c2runtime.js:2553

    (anonymous function)

    (anonymous function)

    Uncaught TypeError: Cannot set property 'width' of null c2runtime.js:1074

    Runtime.setSize c2runtime.js:1074

    (anonymous function)

    (anonymous function)

    CAPX dropbox.com/s/a4lp1d3hufb0z28/appmobibrowser.capx

    r100, latest Chrome, Win7 x64, AppMobi 3.4.0 b863

  • I have a question about one of the dev standards. It says;

    "Don't let the game's execution depend on any sound action/event, example, if you use the event "On sound ended" start game, this can cause a game to not function on devices/browsers because of the sound issues on the browser/device."

    However I notice that a lot of the games have VO like 'move to the 10th floor' where the floor number is randomized. I assume the sound is created by playing a 'move to the' sound clip followed by a 'Xth floor' sound clip picked depending on the floor number.

    How do we achieve this without relying on sound events? I mean I guess we could include a single sound file of every variation but that would increase download size. Or we could time the sound and include a timer, but then if the sound doesn't start immediately or for whatever other reason there is a slight delay, they will get out of sync.

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  • Kyatric, please remove my Playtomic plugin from the list. I am no longer supporting it because the service is too unreliable and it will probably cease to exist completely within a month. I don't think anybody should use it anymore, instead I'm directing people to use Clay.io instead.

  • Thanks for the tip Epox. I tried Clay.io out today and it's working very nicely for me.

    <font color="red">This plugin is no longer supported!</font>

    <font color="blue">If you are looking for a replacement I recommend you use the excellent Clay.io instead!</font>

    Unfortunately Playtomic always had big reliability issues, and now their future is very uncertain. I wish them the best, but I had to make the hard decision to stop using them because it just wasn't working well enough. This plugin is no longer supported. That means there will be no more updates, I won't fix anything, and if you have questions unfortunately I won't be able to help you anymore.

  • Wow that was fast thanks! Count me as a fan.

  • Hey Austin, this sounds like it could become a fantastic plugin. However I'm experiencing several showstopper issues with it.

    1) Uploaded game information disappeared from my profile. I created 2 games ("Cake Star" and "funstormtest") on my developer account ("wgfunstorm"). Both showed up in the list of my games. Then I logged out & back in again. Now "funstormtest" has disappeared completely, and "Cake Star" shows up under a blank name (I know it's that one because if I check out the stats I see a custom metric that I created). It appears there is still a trace of "funstormtest" somewhere in the system because when I try to create a new game with the same name it says it's already taken. It's just nowhere to be found on my profile.

    2) I can't get it to work with multiple layouts:

    • Everything works fine on the first layout that I use the plugin on.
    • The problem arises when I attempt to use it on any subsequent layout. Although the 'Ready' expression still returns '1', the 'Clay.io Ready' condition does not trigger, and any attempts to log a custom metric don't show up in the statistics.
    • I tested this with a barebones project with just 2 layouts and 1 metric to log on each.
  • Including the official AJAX plugin in an otherwise blank project causes the black screen + reference error to appear. Looks like I'm having the same issue as basti. You mentioned above that this should be fixed, do you want another bug report or ... ?

    Using r97 and this test project dropbox.com/s/zmw3eifconulg7k/test.capx

  • I tried exporting my project tonight and get a ReferenceError: Can't find variable jQuery in the CocoonJS launcher.

    I assume a plugin is causing this... how can I find out which one? Cocoon doesn't tell me which code is causing it.

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wgfunstorm

Member since 30 Nov, 2011

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