Richard Stennett's Recent Forum Activity

  • Hi there,

    I'm currently stumped on an issue where i'm looping through some XML elements and dynamically creating new objects to put the data in. The problem i'm having is that i want to position each new object below the previous data entry.

    At the moment it's putting the data on top of each other.

    I understand what logic i need, i need a way of incrementing each data entry by X amount of pixels but from the most recent created object rather than the first object.

    Unable to upload capx due to copyright, but here are some screenshots.

    Logic:-

    <img src="https://dl.dropboxusercontent.com/u/74175978/logic.jpg" border="0" />

    <img src="https://dl.dropboxusercontent.com/u/74175978/leaderboard.jpg" border="0" />

  • Not sure where to put this as I don't think its a bug.

    Whenever I save my game file (with backups to dropbox) my construct window freezes and displays a "the window is not responding" message.

    Normally I would see another window displaying the saving message but recently that has vanished (Since updating to the latest stable version).

    I was just wondering if you guys knew how much the engine can handle on a recommended specs machine?

    Currently I'm running Construct on Mac using parallels, 8GB ram (4Gb to parallels), I5 processor (2 cores to parallels) and a dedicated video card (1Gb ram)

  • breackzin

    I don't understand what layouts have to do with textbox

  • breackzin

    Unfortunately I can't offer an example of the capx I am currently working on.

    I'll create a makeshift one for the moment as a demo and upload it shortly.

    In the meantime, create a textbox (so the user can input information), export the capx as a cocoonJS file, run it through the cocoonJS mobile app (ether Play Store or App Store) and tap inside the Textbox. Nothing happens.

    Edit

    Here are the files I'm testing on with all the data you might need. Thanks for the help

    HTML5

    https://dl.dropboxusercontent.com/u/74175978/Keyb/HTML5/index.html

    If you run this version through Windows XP, Vista, 7, Android or iOS the textbox works fine.

    The software keyboard on mobile and tablets all work as expected

    CocoonJS

    CocoonJS Export

    This version can only be tested on mobile, in this case mobile doesn't allow the software keyboard to be used. Or at least I can't get it to work

  • Update

    Seems its not possible at this time https://www.scirra.com/tutorials/303/how-to-export-to-cocoonjs. Textbox is currently unsupported.

  • Bumping the thread, I have no new information, any other ideas I could try would be useful.

    Thanks in advance as always

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  • This is still an issue. Trying to create some sort of work around now by designing my own keyboard and variables to indicate key strokes.

    Not efficient but it works.

    If anyone knows an easier way to access the mobiles on screen keyboard when exporting to CocoonJS please let me know.

  • Hi all, I'm coming to the end of developing a mobile game but I've encountered an unusual error and I'm hoping someone may be able to assist me in how to solve the issue.

    Problem

    When exporting to HTML my game offers a leaderboard where the user can enter their name using a textbox. Simply click inside, write your name and click send. Simple.

    This same mechanism on mobile (Exporting to CocoonJS) has a much more difficult approach.

    Tapping inside the Textbox results in nothing. I expected the mobile keyboard to pop up and allow the user to enter their name.

    Solutions I've tried

    I've tested on multiple mobile devices and nothing on any of them. I've tried "on touch, set focus" but still nothing.

    Am I missing something I'm supposed to do, or is this simply not possible yet?

    Thanks in advance for any help anyone offers

    Edit

    Seems if I export the game to a HTML format and run it through the mobile browser the mobile keyboard works. Problem now though is the game is running at around 12 - 16 fps.

    Could really do with a solution using CocoonJS export to get the keyboard as the game runs 32 - 37 fps in CocoonJS.

  • This is the last bump, after this I will just accept that the problem can't be solved.

    As always any advice to why this is happening will be appreciated

  • Bump as I still can't work out a solution to this problem

  • cesarzevil

    You need a variable for every level. Once you have all the variables set up you can add them together into one overall variable.

  • cesarzevil

    You would need to create more variables to use my idea.

    Yes the term + can be used as long as your working with numbers.

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Richard Stennett

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