huntjn's Recent Forum Activity

  • Hi all, been trying to deploy to my Xbox One today and cannot get a working build. I've had it working in the past, but now I cannot get it to work.

    After deploying and the game tries to open, it freezes for a minute and then I get this error in visual studio - "Unable to activate Windows Store app. The activation request failed with error 'Operation not supported. Unknown error: 0xd0000189'."

    Then, when I try to open it again from the Xbox itself, it immediately crashes and says - "Something went wrong. Give it another try. If this happens again, let us know by entering 0xd0040200 at xbox.com/errorhelp so we can investigate..." blah blah blah.

    Don't understand what I'm doing wrong, especially since this used to work fine for me. The build itself succeeds in Visual Studio, deployment succeeds, but then it just doesn't work.

    My setup =

    Visual Studio 2017

    Windows 10 SDK 10.0.17134.12 (April 2018

    Xbox One OS Version 10.0.17134.4023 (June 2018)

  • I am currently getting ready to publish a game through IDwyz@Xbox and the only thing I need to do before doing my final tests and entering certification is to configure achievements (which is not yet available in the Xbox Live plugin). So, I'm thinking it might be faster if I just figure out how to create a custom plugin for integrating the Xbox Achievements API, rather than wait for the official achievements support (which has no ETA yet). But, I do not have a programming background, so trying to read through this Javascript SDK stuff is like a foreign language to me. Plus, the Xbox achievement API signature (https://docs.microsoft.com/en-us/windows/uwp/xbox-live/achievements-2017/simplified-achievements) is in C++, so that just makes it even more confusing for me.

    If anyone here has made plugins in the past, I could definitely use some help or some insight on how I might achieve something like this. Thanks.

  • klabundee

    Interesting.. mine isn't that bad, and it only happens on Xbox and occasionally in Edge, but runs perfectly fine in Chrome and as a desktop app. But yeah, even though a drop to 52fps isn't too bad, the stutter is still pretty noticeable.

  • ^ Addition to this:

    I've gotten my game to the point where it runs very well for the most part. During real-time combat with enemies it might be between 45-50 fps but any other time it's steady 60 fps. The only issue is I get a little stutter every few seconds, and it will drop from say 60fps to 52fps for just a split second, but the stutter is pretty noticeable. This even happens in the main menu which has very little code/objects. It has done this not only on the Xbox but also in Edge sometimes on my PC. Anybody else experience this?

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  • digitalsoapbox What kind of numbers are you guys talking about? In Crystal Brawl, on player input (so characters start moving) it drops maybe 2-5fps. I figure this is normal due to the extra physics and animations kicking in. No particularly noticeable hitch to me. Are you guys seeing much greater frame drops?

    So just wanted to give an update on my progress with this. I decided to test a much smaller project of mine on Xbox and it actually ran really smoothly (which confirmed for me that it wasn't really a UWP problem or C2 problem necessarily, but that it's the code in my game that is not optimized for it.) So I made a copy of my project to be designated as the "Xbox Version" and started going through and removing all code and objects in my game that were unnecessary. For example, it was initially designed with PC in mind, so I had code for keyboard/mouse controls as well as gamepad controls. I have since removed everything that had to do with keyboard/mouse, and also removed any "Has Gamepads" check, since I know on Xbox I do not need to check if they have gamepads connected, since they always will. Since I removed all of that, I've seen significant performance increases and it no longer hangs up on player input. It still isn't quite good enough to be playable as there are still some performance drops every few seconds, but it's definitely way better. I can't really say if it was the keyboard/mouse code specifically that was causing the issue or just the fact that I made my project smaller, but either way I was able to resolve it for my game.

  • One thing I've discovered today is that any time the game tries to read an input from the controller, it causes a hiccup in performance. Whenever I press a button, move the joystick, or whatever. It is unclear if this is something in my game's code or something else - for example, if I spin the right joystick around rapidly (which in my game, the right stick does not control anything), performance drops to the point where the game looks completely frozen. Same thing if I keep pressing left or up on the d-pad (also, no code in my game that references these inputs). But, if I stand still with enemies coming at me and dont press any buttons, performance is actually okay for the most part.

    Also unrelated to performance but also weird, pressing the B button suspends the application. Anyone else run into this?

  • StudioMercato thanks for this! Did that and was able to open it in 2017. Still no performance increase unfortunately.. gonna keep trying to mess around with different settings.

  • Today my Xbox One got another system update, it's now 16299.3033 / 171018-1900. It might only be available to Xbox Insiders.

    I tested our game again and now the framerate seems to be a few frames faster? Maybe? It's very unscientific and our game has inconsistent fps, but I feel I'm seeing higher maximums than before.

    However I checked the changelog for this update and there's nothing about UWP performance.

    https://forums.xbox.com/en-us/thread/4f ... 4f634d050b

    Would love to hear back if anyone else has tried testing performance on the Fall Creators Update.

    So I've been trying to figure out this Expanded Resources thing as well. I can't seem to get it to work in VS 2017 if I simply open up the sln file (it says that it's incompatible). I found a workaround for this and was able to push to my Xbox dev kit, but it would sometimes freeze up the console and when I did get it to run the performance was still the same as before the Creators Update. The only thing I've been able to find on the subject is this thread which explains you have to change the app type to 'Game' on the Xbox Dev Home, which I tried and didn't see any improvements: https://social.msdn.microsoft.com/Forum ... =wpdevelop

    The only other thing I can think of is to push using VS 2015 since Construct 2 is compatible with that and see if that works, but I don't have any high hopes currently.

  • I'm having trouble understanding how exactly to get this to work. I have a script called NoSleep.js, which I've imported into my construct project files and is supposed to prevent display sleep on any Android or iOS web browser. But I have no idea what exactly I'm supposed to enter into the Execute Javascript action field. The name of the script? The script itself? Or what? There isn't really much documentation on this, and I can't seem to find any .capx examples of it anywhere.

  • I'm also having trouble understanding this. I have a script called NoSleep.js which I have imported into my project - trying to use the Browser execute javascript action but I can't figure out what exactly I'm supposed to put in that field. The name of the script? The script itself? Or what?

  • Hey everyone,

    I just tested my game out on Xbox One and everything works as it should. The only problem is the performance is not very good, but it runs perfectly smooth on my PC.

    I'm wondering if anyone else has encountered performance issues for their Construct 2 games on Xbox One and if you fixed it, how did you go about it? Are there certain things that run okay on PC but not so great on Xbox One?

  • I keep getting this error when I try to go to a different layout and I'm not sure why?

    "Javascript Error!

    Uncaught TypeError: Cannot read property 'sid' of null

    http://localhost:50001/Rex_cdmask_fansprite_behavior.js, line 204 (col 40)"

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huntjn

Member since 24 Mar, 2016

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