nothing1969's Recent Forum Activity

  • And there are still errors that I don't understand or not sure:

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    JSUtilities Exception: ReferenceError: Can't find variable: jQuery Cause: Tag: requestAnimationFrame Function: function(){b.kd();}

    Raison: not sure

    When run a game for 5 minuit or even longer, this error happened

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    JSUtilities Exception: TypeError: Result of expression 'this.Bg[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

    Raison: issue plug-in not support

    When I have this probleme, It's because I've used the plug-in TouchMouse , which is not supported by Cocoon

  • I've been working on CocoonJS these days, and I've find several support probleme, I would like to list them here and so to find a solution in the future

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    1. plug-in issues:

    Perhaps there is several plugin that the CocoonJS doesn't support, but I've find only the "TouchMouse"

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    2. Text

    In CocoonJs, all the Text, whichever the size (12 or 28) use only a very small size, that we can bearly see them on a smartphone

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    3. Fullscreen issues:

    In CocoonJS, there is only one way to use the fullscreen mode : crop+ scale, which means, when the sceen proportion is not the same with your original windows, it will do the scale, then fill the blank with the content outside of window(a little bit like the crop mode)

    It is a good idea, I would say: and with tis method, you can have a nice fullscreen game for all devices:

    1, use the Behavier Anchor, to fix the elements, whose positions are supposed to be fixed to the bord.

    2, use a background a little bit bigger than the windows

    3, Then chose Fullscreen scale.

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    4. TiledBackground issus:

    I've used the sprite TiledBackground, but when I export on Cocoon, there is one more repetion added.

    For example, when an image is use 3 time like this:

    000000/000000/000000

    when it's exported on Cocoon, it's like this:

    000000/000000/000000/000000

    And then I limited the width and height of the Tiledbackgound

    But there is still a problem, so I guess:

    Cocoon traits all the Tiledbackgound as original size * integer , what ever you change them, they stay the same during any action.

    for example,

    when the move to action is used on a Tiledbackgound, which is 3.2* original size , Cocoonjs suppose that it is 4.0* original size. And then change their size to 3.2 when they reach the taget...

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  • The second questions is about text:

    1. the cocoonJS doesn't support jet the scale of text, hope it works later in the near future

    2. Even it works, I mean, with the same scale proportion with the text. It is not wise to use the same size for the PC and Mobile. Because normally, the screen is too small to recgnize the text which is clear for the PC.

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  • When I find your post here, it comes to me a solution. As all screens have differents proportion of Width and Height. Why not do it like this

    1, use the Behavier Anchor, to fix the elements, whose positions are supposed to be fixed to the bord.

    2, use a background a little bit bigger than the windows

    3, Then chose Fullscreen scale.

    like this:

    10.14.182.39/yfang/image/fullscreen mode.bmp

    As we know, the cocoon use a mixe mode of scale and crop, so it is a excellent solution:

    We will have a reel Full screen mode in all device

  • I'm sorry that I haven't make it clear: There is basicly 2 aspects:

    The first is specially about CocoonJS. I find that it is excellent, but the Scale of letter and the fullscreen mode doesn't.

  • I am not sure with what you said, there is a risque to use this plugin? <img src="smileys/smiley22.gif" border="0" align="middle" /> In fait, it's really interesting, I'd like to try it anyway

  • Nice proposition Epox <img src="smileys/smiley1.gif" border="0" align="middle" /> , but what about the text? and the arrangement of all sprites? The biggest probleme is not images I suppose, but, when we play a game on his mobile phone, me can't put lots of detail on the screen, and all the texts should be bigger, or you can't recognize them::

    I've been thought about it all these days

  • We do have problems, like full screen mode, but hopefully These problemes will be solved soon... <img src="smileys/smiley4.gif" border="0" align="middle" />

  • I suppose there is a bug with overlapping:

    object A is on layer A, whose Parallax parametre is 100, 100

    object B is on layer B, whose Parallax parametre is 0,0

    When scrolling , object B moves with the scroll, and it can not any more "feel" the overlapping, which worked before the scrolling.

    There is an offset

    So I suppose the overlapping should calcul with position relatif but not absolute.

    <img src="smileys/smiley17.gif" border="0" align="middle" />

    Nice day

  • But it's not so cool, when we don't have our Mouse Touch...

  • Then I've deleted the plugin "facebook":

    JSUtilities Exception: TypeError: Result of expression 'this.Ag[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

    Then I've deleted the plugin one by one "Array" "GROUP" "Timeline" "Web stokage","Audio" and all the sounds, "Keyboards":

    ...

    Then I've deleted the plugin "Touch Mouse":

    il works

    Then I've tried to restore all the plugin besides "Facebook", and delete juste the "Touch Mouse":

    It works

    Then I've restored all the images and delete only the "Touch Mouse" :

    Oh my god it works:::::: <img src="smileys/smiley36.gif" border="0" align="middle" /> <img src="smileys/smiley4.gif" border="0" align="middle" />

    well

  • Then I've deleted the plugin facebook:

    JSUtilities Exception: TypeError: Result of expression 'this.Ag[0]'[undefined] is not an object. Cause: Tag: timer Function: function(){a.go();}

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nothing1969

Member since 4 Apr, 2012

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