Epox's Recent Forum Activity

  • Hi,

    I have the same issue, with 176MB capx. Followed the save as project (folder)... than when I try to open the caproj I've got this error message:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find project file for animation frame

    File: H:\Google Drive\Projects\Tales4Fun\Game\BookInteracrive\BookSimple104R100\Animations\AlpineCroco1\Default\000.png

    This can indicate project corruption - you may be able to retry/ignore these messages and replace missing images in the project. However, please report this issue to Scirra with the steps you were doing immediately before this problem occurred.

    Condition: false

    File: Projects\AnimationFrame.cpp

    Line: 205

    Function: void __cdecl AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 100 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    I've checked the Animations folder, it have the dir structure, but not any image is inside in, the size is zero. I use R100.

  • Ohh, thank you austin! Sorry I did not want to make you under pressure, you make really good work. Also did not know that you just got a license... :)

    To make you clear - or make you sure - I really feel that lot of us waited the R100 to be able to use AppMobi and/or CocoonJS, and simply jump into the mobile markets. The R100 was great, but did not solved all of problmes. Personally I have to workout music playing bugs in AppMobi, and just wait for CocoonJS's cloud build to go to production.

    The only one thing prevents me to publish is the Clay.io plugin functionality. I belive, that I can not go to live without it! :)

    Please PM/email me if you have a solution, what is need to be tested on a harware device with CocoonJS and AppMobi! I have an Alcatel Onetocuh amd Sony Ericsson near me to run the tests...

  • You can make a menu screen, with easy/medium/hard button, on button clicked set variable:

    Easy - Cards 6, Rows 2, Columns 3

    Medium - Cards 12, Rows 3, Columns 4

    Hard...

    How to set variable?

    Add Action - System - Set Value - Than select your global variable, and type the value... :)

    After set of all the card, row, cols, you can use the Action - System - Go To Layout to start the game.

  • austin

    <img src="https://dl.dropbox.com/u/3138530/Screenshot_2012-08-09-17-20-10.png" border="0" />

    austin I have exactly the same error in CocoonJS with clay.io plugin, when I copy it to the zip, what is opened in CocoonJS launcher (Android).

    Do you have an android device to test CocoonJS? Would it help if I can copy the full error message (not cutted in the right)?

  • Thank you tap!

    Great to see the activity from AppMobi's side. Since you change your solution's pricing, I would like to ask if there is an easy way to implement the AppMobi's AppAds in my app.

    We would like to push out the app for free, and I think we will not have more than 10 000MAUs in several months... :) But till than the update is an unavoidable feature, so I consider to include Ads.

    Do you plan to make ad placement easy for C2 users by the plugin? Unfortunately I do not know your ad system, so can not tell what I would love in C2, but the IsInAppMobi could be the starting point before the display of ads.

    Thanks for your kind reply in ancipation!

  • Great to hear about Appmobi updates!

    tap

    I try to test the new feature as a complement of the C2's internal Audio/Play sound. I use it to play narration for a childeren's storybook (https://chrome.google.com/webstore/detail/hpoodhffejkmofghgbkjkghagiicdgmo)

    In C2 I can play sound by name, so can construct the audio file name like this:

    "Story" & StoryActive & "Page" & ActualPageNumber

    So can play progamatically the Story1Page1, Story1Page2...Story1Page30 and also Story2Page1, Story3Page1 ...Story10Page1.

    Could you add this kind of playing logic for the AppMobi plugin please!

    This is the only thing prevents us to publish the app, we can not push it if the bg music and narration not works.

    I will be happy to assist to you by testing the music playing, stopping functionality - as the Android/iOS complementer of the C2's actions.

  • I'm excited about the production ready AppMobi and CocoonJS support.

  • ludei

    Is there any deadline for the initial/first availability of your cloud building platform. I know that everyone here and alround you asks the same question, but we will have the R100 of C2 in 22 of august, and it could be fantastic to start the final testing of our ready projects in Android and iOS... :)

  • I've started to test my game in the CocoonJS, what have Clay.io in it. Unfortunately this not works in the CocoonJS Android launcher, the CCJS gives me an error: CCJS can not open the hhtp://clay.io/api.js.

    austin can you run some tests with CocoonJS? It would be great to use clay.io in Android/iOS!

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  • Arsonide it seems to be really complex and feature reach! :)

    I also met the importance of a great GUI system. Now I have ad-hoc buttons, menus, badges, but it is not a good way in longterm...

    It would be great to see some of your games, that uses this plugin already, so we can have an idea in minutes, how can use it in own games/apps!

  • I used to use R95 till yestoday with all the 2 types of Chrome export (1 game in CWS hosting amd 1 with own host), and it worked. I have some appcache problems with the CWS hosted mode but solved it with own server...

    Unfortunately I did not published yet with the new R99, so can not confirm this export problem. As I push an update, and have this problem, will get back here.

  • I like the idea, and the "snow cloud" what is maybe a particle system.

    You may consider to use the standard Up/Down/Left/Right controls, and use a men�-like playing mode selection with arrows+Enter to start.

    The txt is small in the arcade, very hard to read.

    You may tune it with some jumping.

    Local and in the future centralised score system is a must have for this game (try clay.io, it rocks)!

    I see that you use the free version of C2, so you are limited this time, but its a promising game, buy the license and polish up the game! :)

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Epox

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