basti's Recent Forum Activity

  • I also ran into this problem, and after some serious debugging (removing almost every line of events) I can confirm that including event sheets is what is causing the error.

  • After some research I have found out that this is the same problem described here (game not working when including event sheets).

  • I'm just checking if anybody else has the same problem, as I'm debugging everything in order to find out what's wrong.

    My game runs fine in the stable R95 release when previewing. The same game gets just a blank screen with the following error message in R96 (running in Chrome):

    <img src="http://i49.tinypic.com/2iuuw4i.png" border="0" />

    I tried debugging in Firefox using FireBug, where I get the error:

    <font face="Courier New, Courier, mono">cr.eventinclude is not a constructor

    var inc = new cr.eventinclude(this, parent, m);

    eveng.js (row 74)</font>

    So, has anybody else experienced the same thing? As mentioned, I'm trying to debug everything in order to find out what's causing this. The game runs fine when reverting back to R95.

  • The problem is that both events run, and the first one is showing the menu and the other is hiding it.

    You don't need the Every tick event. Move the keyboard event to the Every tick event block (and delete the second keyboard event), delete the everytick event and put an 'Else'-statement above the second 'menu pause_screen' event.

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  • Ok, I understand. Thank you for the answer!

  • Is there a way to disable the auto pause functionality when the game loses focus (e.g. when the user goes to another tab in the browser)?

    Sometimes it would be nice to allow the user to browse the web (collect information, for instance) or do other stuff while the game is running - and be able to have a timer ticking all the time.

    I know it's possible to compare 'real time' using wallclocktime, but I find it tedious to implement (or change) all the timers and counters using this.

  • It would be really useful to get access to files included in the project. Currently, the games only get a black screen when running in CocoonJS launcher (android) if including the Ajax object (even if not using it).

  • delgado - are you using the Ajax object in your game? I've noticed that the black screen occurs when including the Ajax object. This happens even if you don't use the object, it happens as soon as the Ajax object is included in the project.

  • Here is an example (including a capx), hope it is what you are looking for.

  • Ok ludei and Ashley, thanks for clarifying. Keep up the excellent work!

    I've noticed the javascript alert() function works, but not the confirm() function. I need some confirm prompts in my game, and I'm wondering if I should go down the road creating the UI manually using some clickable (touchable) sprites - to be on the safe side that it will work. Any comments on this?

  • Has anybody else tried using buttons or textboxes in their games, and then exporting to CocoonJS?

    I'm trying the CoocoonLauncher for Android, and it seems like buttons and textboxes won't appear at all.

    Can anybody else try and confirm this?

  • This would indeed be helpful, as I also prefer to have the layouts and their respective event sheets next to each other.

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basti

Member since 14 Dec, 2011

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