JarrydHuntley's Recent Forum Activity

  • ludei Thanks for the update! They are very much appreciated.

  • Removing that line FIXED IT! Thanks man. :)

  • Ashley, sorry. I think your first response will be to close this since this IS a CocoonJS bug and they should fix it. But I also remember there was the long standing AJAX issue with CocoonJS but you added the workaround that fixed it for many eager users. Since you're much more responsive I figured I would ask for your help first.

    I've included my node JS server paired down to the base functionality. If you want to me host it externally so you can test please let me know and I will.

    Link to .capx file (required!):

    dl.dropboxusercontent.com/u/5900779/Bug%20Reports/CoocoonJS%20Ajax.capx

    Node.js server included: dl.dropboxusercontent.com/u/5900779/Bug%20Reports/NodeJS_Server.zip

    Steps to reproduce:

    1. Start node.js server

    2. Start the capx in preview mode.

    3. Click the green square.

    Observed result:

    The text box remains as "Text".

    Only the "Starting..." message is seen in the console.

    Expected result:

    The text should change to the response from the server. In the case of my node.js server it would be. "You've sent the text: test"

    Possibly seeing the progress message in the console.

    Seeing the "Done!" message in the console.

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: Unable to test. I only have IE8 on this PC and I cannot upgrade. Sorry!

    Mobile Chrome on Android: no

    Opera: no

    Mobile Safari on iOS6: no

    Mobile Android browser:no

    CocoonJS:yes

    Operating system & service pack: Windows 7

    Construct 2 version: 139

    The strange things about this issue is if I set the data in the Ajax post to "" [sending no data] I am able to get a response in CocoonJS! I wonder if it's related to this error I also see in the console from Chrome 29.

    <img src="https://dl.dropboxusercontent.com/u/5900779/Bug%20Reports/2013-09-06_00h29_17.png" border="0" />

    I'm in a pinch. My nodeJS server is working and I have hosting with appfog/Openshift about ready[still comparing the two. :)]. I just have this error preventing me from pushing to the Play store and App store.

    Thank you for your help and let me know if ANY other information is needed!

  • thehen Were the fixes something that would be valuable to add to this thread? Or were they project specific fixes that wouldn't necessarily apply to everyone?

    Thanks!

  • CocoonJS condition "Keyboard - On Input OK" ?

    Ashley Would it be possible to get a field to add a "tag" on the CoocoonJS "prompt for text" that way we can know which fake textbox triggered "Keyboard - On Input OK".

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  • Hello all,

    I have a game that's basically a paint editor with goals on each stage. I'm working on adding the ability to save your art as a JPG/PNG.

    I started by taking a snapshot of the canvas and invoking a download; which worked fine on Android and PC but did not work on my iPhone. I'm not sure if it not working on iOS is a bug or not but I'll investigate later.

    To get around the limitation and to deliver the same experience on every platform I started writing a node.js server. The server will accept a POST with the image then it will send it to the provided email. I'm about 2/3 done with it when I realized I'm not sure if CocoonJS supports screenshots! I'll test it once I have time but I figured I ask the community in the meantime.

    tl;dr

    Has anyone tried using the "Take screenshot of Canvas" action with CocoonJS?

    Thanks all!

  • The easiest way I can think to kill things the play has passed is to have an object decently far offscreen -to the left if the player is walking to the right-. You could make the object a large, vertical rectangle that kills everything in a family it touches. Just make sure to set parallax to 0,0!

    But honestly their are other ways to resolve performances issues too. Make sure to check a few of those out. Can't hurt, right.

    Best of luck!!

  • Ashley It appears to be in this case but I've seen issues arise from changes that should have no effect on each other.

    If I'm able to reproduce the scenario in a public github repo. Have you fork then perform the merge and view the results would you be able to accept that in a bug report?

    I fully understand the limitations of using a VCS and never expect them to take 100% responsibility of merging but they are designed to cover a lot of situations. My big problem is there is either a bug/oversight in the way C2 handles its files that make it difficult to coordinate/merge or there are some limitations -that aren't exactly the same when editing code files- that can be mentioned in the documentation and referenced whenever this problem arises in the future.

    Just would love to see C2 fully integrated into my continuous integration system. ;) just needs some automation parameters to build from a CLI. Thanks!

  • Bad news: I already spoke with them and they confirmed that the canvas is not accelerated in any way so game performance should be similar to vanilla PhoneGap.

    Good news: They did tell me that an accelerated canvas is on their roadmap! No timeframe given.

  • No, I didn't follow the tutorial. I have a I've had a personal LAMP+svn server for the past 2 years and help manage 3 different VCS at my day job so I'm pretty familiar with them. I also just setup a gitlab server for Git. :D

    I quickly scanned the tutorial and didn't see anything out of the ordinary to take into consideration. But I did see that the user "CriticalBit" indicates in the comments he or she has had the same problem too! I forgot to mention I always use C2 as a folder when I use a VCS.

    Other than that the tutorial looks great for new VCS users! Thanks!

  • <font size="5">Changes</font>

    - Fixed a typo in the behavior SDK that stopped it working out of the box

    THANK YOU! I started working on my first plugin and couldn't figure out if I had messed something up or whether it was a bug in the SDK template haha.

  • Nope!

    I'm using Git on one of my small projects and Subversion on my larger one. I'm working only by myself and have run into this also. During a game jam I lost 40 minutes trying to roll back/merge some files to specific version. I thought I had messed something when I just realized C2 didn't understand things.

    I also spoke to a team of 2 at the local game dev meetup who also uses C2 and Git. Basically lamented they same fact. Even with a team of two and editing separate files C2 would easily get confused.

    I've just learned to live with it as a team of one and know how to avoid problems now. Unfortunately this probably one of the biggest oversights with the engine/IDE. I do dread having a team of 2 or more though. I would LOVE to submit a bug report but how would you for something like this. :(

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JarrydHuntley

Member since 29 Feb, 2012

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