Greg's Recent Forum Activity

  • 133 breaks my entire sprite-font reliant project as well. Should I make a separate sprite font png for each object as a workaround?

  • I never saw this thread before, The artists on here could teach me a thing or two, awesome stuff! :) I thought I should post some of my stuff.

    <img src="http://3.bp.blogspot.com/-0rmKDsSvkQE/TzV6nTJdXDI/AAAAAAAABR8/P57uxzOlG2k/s640/1.jpg" border="0" />

    <img src="http://2.bp.blogspot.com/-jZzJr2C4z6M/T2ollE5Jd_I/AAAAAAAABV0/SCejVGJeRKE/s640/console_ao.jpg" border="0" />

    <img src="http://4.bp.blogspot.com/-R8juAmA8_bk/TzWDmhGWQRI/AAAAAAAABTM/vpXa9NmfRl4/s640/turret_sheet_01.jpg" border="0" />

    <img src="http://4.bp.blogspot.com/-1A_EEuF9s4U/T6Syi5bVXmI/AAAAAAAABbs/6KmmOSJDoBQ/s640/temple_02.jpg" border="0" />

    <img src="http://4.bp.blogspot.com/-yOS1T3K1rag/T6Tl6E9hdkI/AAAAAAAABdk/HyfeozKCzz8/s1600/hd_sprite_example.jpg" border="0" />

    <img src="http://3.bp.blogspot.com/-A9ed7z35FuY/T6S6QvIzE4I/AAAAAAAABcQ/7MwU7Qb4WVg/s320/art-driven.jpg" border="0" />

    <img src="http://4.bp.blogspot.com/-u0mL30ncOvY/T6SykAg0l7I/AAAAAAAABb8/bC6C7f46XmE/s640/tiered_clown2.jpg" border="0" />

  • Save the project as a folder and try exporting.

    If it's already a folder, copy and paste it and try to export the newer one.

    If that doesn't work, if you can pinpoint the image(s) missing from CocoonJS's compile, open them in photoshop/gimp/paint.net and re-save them.

    If that doesn't work then it's something with the C2 CocoonJS compile or the code is causing issues with the compiler. Simpliest troubleshooting here is to use the copy that has the same issue, delete event sheets and have it start on a blank layout with all the assets on it and test that out, and if it crashes delete a couple them from the project until it stops crashing with CocoonJS.

    If that doesn't work, then something is going seriously wrong with the exporter.

    Also are you recrompressing the images or minifying the code?

    My major issue is not being able to pinpoint exactly what the image cocoonJs is trying to referance.

    All of the PNG's were re-saved with a batch export in photoshop (all are psd, exported as png.), and all of those were saved into the construct\textures\.. folder, and all of them were imported again into construct (opened object in animation window, imported each png again) The issue can not be with the PNG files, there is an event or layout that is trying to reference an image file that is no longer there or renamed, as the cocoonjs error refers to a null image reference. I do not get any such error on exe or html5 previews/export in any browser.

    I have tried with both compression and no compression, and minifying and non minifying, these are not related.

    Like you said, I am deleting layout by layout and testing on cocoonjs to try and narrow down what part of the game could be resulting in the error. If I can't isolate it to a layout, I'll do it with the event sheets. I just wish there was a cocoonjs log that shows what image was attempted to be loaded that yielded a null reference. I'm not sure there is something wrong with the exporter, it's most likely specific to my project as ashley has already responded telling me that it's a corrupt image in my project. I was hoping to get some feedback and suggestions on how to somehow more quickly hunt down the cause of the null image reference, as I am loosing a lot of development time to trial and error debugging.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Sorry to jack the thread, but it may be related.

    For my issue, I got this response:

    " I've tried your game in our platform and it doesn't work, Seems that your exported project is missing of some files or code, I think that this is related to Construct 2 and not to CocoonJS it self, if you are still having problem with this in the future i'll be glad to help you again. "

    I know that it is assumed I have some sort of corrupted image in my project, but it still seems weird that this is an ambiguous error with absolutely no feedback as to which image it's crashing on.

    [artists opinion, beware!] It seems like Construct2 and CocoonJS has a issue with the way they handle images, as everything works fine in all browsers I've tested, even mobile, and EXE export, but only CocoonJS is giving me an error specifically image related.

  • Largely depends on the documentation, tutorials, and support. I wouldn't pay for something I'd still have to figure out most of, and I wouldn't want to pay for something I don't understand.

  • Yes, I had a thread going the past couple weeks about an error I've been getting in cocoonjs where an image is completely missing in cocoonjs causing it to crash, but browser preview, HTML5, and EXE exports work fine; so there is an absolute difference in the way images are loading in cocoonjs and c2. Some sort of log/debugging tool for how images are loaded into cocoonjs would be very valuable.

    By cocoonjs preview, you mean the loader app on android/ios, or is there a PC cocoonjs preview application, as this would really help save me the time of transfering the zip trying to get my bug fixed.

  • That's terrible and project crippling news. I was able to get the project to load when deleting most of the objects, so I guess I'll trial and error try and hunt down what object CocoonJS is looking for. Some sort of error report or log would be REALLY helpful for instances like this where the only problem from my end is a missing image, and when I have over 150 images linked to various events, it would save me a whole lot of time to see "oh, it's missing image A.png"

    Our by hand merges were following the How Do I: Thread on the subject, so I did not think it was the wrong thing to do, I'll look over your SVN tutorial again, but the last time I tried to set it up I sunk a ton of time into it with little results. We started on this project almost a year ago, before cocoonJS was viable, so we've not been trying to test on cocoonJS until recently when strides were made (spritefont support specifically) so we do not have a "working cocoonjs version" all of our backups have the same error (which does narrow down which areas of the code could be causing the error)

    I just found your (new?) SVN tutorial,

    scirra.com/tutorials/537/how-to-collaborate-on-projects-with-svn

    and I'm going to read through it today and try to set it up tonight after work. It is much more detailed that previous SVN tutorials, so thank you for putting this together.

  • Today I compared all of my sprite objects with what is in the zip, and they seem to be identical, so I do not know what would be causing me to get a "null" image reference error in cocoonjs. I have images in the zip for every object that relies on one, and everything works fine in HTML5 and exe.

    Could it be something to do with an object exporting with an improperly tagged -sheet#; sprites seem to get tagged -sheet# and tileable backgrounds don't, could this be related to the issue?

    Are there any suggestions for tracking down what image the cocoonjs export is looking for, the error in cocoonjs does not help me a whole lot debugging this, as I have no idea what image it's looking for and from what I can see all of the objects in my project have the appropriate images available to them.

  • Still getting the same cocoonJS error, so the directory structure does not seems to be the issue. I removed all of the art from the game and events depending on art, and while unplayable it at least loads to cocoonjs. Is there a way I can quickly track down what image is being refrenced but loading as null, so I can fix this bug? It appears cocoonjs is looking for an image that is not there. It's odd that my game works on HTML5 and exe, but not cocoonJS. Which image could it be?! lol, I have a lot of images (UI is almost done, one full level done, and multiple characters with animation..)

  • No I can't confirm this for sure, I'm only about half way through checking all of our images. I am going through each image object (tileable backgrounds, sprites, etc) and loading in the image and confirming everything is correct on our end. We've merged 4 or 5 times, so there is a lot of room for error, but so far so good except for cacoonjs tests. There are no errors during exporting or testing on EXE exports or HTML 5 previews and exports. Only CacoonJS.

    Is there a way to see a list of all of the file paths for the project?

    Makes me really appreciate the IT guys at work who got our perforce and alienbran systems working <img src="smileys/smiley32.gif" border="0" align="middle" />.

    ----

    Update: I placed all of our art inside the directory structure created by construct when saving a project. I went trough every sprite, tileablebackground, and spritefont object in our project (including each frame of animation in every animated sprite) and I loaded the art from this new file location (within the directory structure, i.e., project/textures/{art})

    Everything still acts predictably and functions well with construct previews, exporting to html5, and exporting to exe, but when I export to cocoonjs I still get the same issue, exception loading image null exception, listed above.

    The size of my cocoonjs went up by about 100k (from 700 to 800k). I am using very small sprites (from 8x8 to 256x256, and a few larger "guide" sprites I am using for layout purposes that will not be "shipping")

    So after gong through all the art files I can confirm we haven not lost any art during any of our synchronizations, and there does not seem to be any instances where I have art in construct that I do not also have .png files for in the project directory structure.

    The only 3rd party plugin we are using is spritefont.

  • Thanks Ashley, I actually tried my best to set up ubersvn and tortoise svn but I had such a rough time it seemed like it was more trouble than it was worth.

    The project runs fine in html 5 (preview and export), and in EXE exports , but in cocoonjs I get this error:

    Exception loading image: null Exception: IllegalArgmentException: Cannot open the given '/data/data/com.ideateca.cocoonjslauncher/files/game/null' file path. at static com::ideateca::core::SPData com::io::AbstractFileSystem::loadFile(conststd::string&):47

    GET RESOURCE 'null': IllegalArgmentException: Cannot open the given '/data/data/com.ideateca.cocoonjslauncher/files/game/null' file path. at static com::ideateca::core::SPData com::io::AbstractFileSystem::loadFile(conststd::string&):47

    Can it cause problems having images in a folder outside of the project folder, or should I be placing everything in the project folder. With the way capx files worked I assumed that anything you add to an object/animation would compile all of the art into the project.

    I've been moving the art into the project textures folder and going to each object and loading them in from this new location, but there are so many sprites it's taking me a while so I can't confirm if this has helped or not (I got about 60% relocated into the project file, and it still cuased the issue, but the size of my cocoonjs exported zip increased so I am assuming this is adding missing files to the export)

  • So is your problem that you can't create a preview of what each save slot will load? So the user can see what the difference between each save slot is?

Greg's avatar

Greg

Member since 29 Mar, 2012

None one is following Greg yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies