ryguydavis's Recent Forum Activity

  • Problem Description

    Game scales incorrectly when set to "fullscreen scale outer" and exported with the advert bar option (set to bottom).

    This problem has only presented itself on the iPad Retina (3) in both Safari and Chrome. The scaling is correct on Chrome for PC and Chrome for Android running on a Nexus 7.

    Less important but related is that WindowWidth and WindowHeight do not respond as expected. I assume this is from the iFrame used for the advert?

    Exported example:

    https://dl.dropboxusercontent.com/u/225 ... index.html

    Attach a Capx

    https://dl.dropboxusercontent.com/u/225 ... enbug.capx

    Description of Capx

    The example file contains no events or actions. The important features are the "Fullscreen in browser" value (scale outer) and the method of export (HTML5 website, advert bar style).

    Steps to Reproduce Bug

    • Step 1: Set Fullscreen option to "scale outer."
    • Step 2: Export HTML5 website with advert bar option (set to bottom) enabled.
    • Step 3: Run game on iPad Retina (other iOS devices untested so far). Load game in Portrait orientation.
    • Step 4: Rotate iPad to Landscape orientation.
    • Step 5: Problem does not change when game is loaded in Landscape orientation.

    Observed Result

    The view is scaled in too far--neither the full view nor the advert bar are visible.

    Expected Result

    View should scale to fully fit the screen while maintaining room at the bottom for the advert bar. In the provided example, both "TITLE" and "start" should remain visible.

    Affected Browsers

    • iOS Safari: YES
    • iOS Chrome: YES
    • Android Chrome: NO
    • PC Chrome: NO

    Operating System and Service Pack

    iOS 7

    Construct 2 Version ID

    173

  • Ashley

    After making this post I found 1.4.5 available to update and it did fix the black screen error. I have not done any significant testing yet, but the example capx I provided in the post did run correctly.

  • My app is up-to-date, yes. If someone could get it running in their app, that would be great to know.

    Edit: Is anyone willing to verify that this error exists?

  • Hello, I was initially excited to see that r146 the newest iteration of CocoonJS's physics engine, but quickly disappointed to find it still produced an error upon export. I have created a basic capx with physics interaction and accelerated physics in the CJS object. When I export the file and run it within the CJS test app, it produces the black screen and errors I have included below.

    Link to .capx file (required!):

    download

    Steps to reproduce:

    1. Export to Cocoon JS

    2. Run in the CJS app (I receive this error on an iPad with Retina)

    Observed result:

    Black screen, error messages in the CJS console.

    <img src="https://dl.dropboxusercontent.com/u/22577765/gmc/bugscrn2.png" border="0">

    Expected result:

    Basic physics behavior functionality with CJS accelerated physics activated. I know the workaround, but I need the extra horse-power.

    <img src="https://dl.dropboxusercontent.com/u/22577765/gmc/bugscrn1.png" border="0">

    Browsers affected:

    Not a browser issue--specifically CJS. The capx works just fine in all browsers.

    Operating system & service pack:

    Exported using Windows 7 32-bit, service pack 1.

    Problem occurs on mobile iOS in the CJS app.

    Construct 2 version:

    r146 (32 bit)

  • Ok, thank you. I have yet to download the beta--I was going off of the description you wrote on the download page.

    If I wanted to do more complicated ads, though (such as ones which appear on top of the entire layout), is there even a hackish way to accomplish that? My original question still stands here, I think,

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  • I'm seeing the Adbar is on the side of the page? That wouldn't be very helpful for horizontal ads--is there support for choosing which margin to reserve for the Adbar?

  • Hello everyone,

    I am incorporating ads inside my games and have run into a problem. For non-fullscreen games, it's easy enough to drop the script companies like Leadbolt provide onto the bottom of the <body> section of the html file. However, many of my games are fullscreen. I have designed my fullscreen games with ads in mind, so there is a space for a banner to appear in my UI but I cannot seem to get the scripts to load.

    The ad scripts looks like this:

    <script type="text/javascript" src="http://ad.leadboltmobile.net/show_app_ad.js?section_id=[my ad's unique id]"></script>

    I have tried a couple methods, though I am not sure if I've reached the bottom of the well on any of them. The first attempt was made through Pode's HTML Div plugin. However I am not 100% clear on how this works, so I cannot be sure if I was just doing something wrong. Can a script like this be called in a div? Is the plugin just lacking some functionality?

    The iframe plugin would work but is a no-go for ad companies' terms of service. It's much too easy for developers to generate views that way.

    I also think C2's SDK might be of use, but since it is a deep deep hole I'd rather not follow that rabbit unless I'm sure it will be helpful.

    Any ideas, suggestions, or experience?

  • Great plugin. It's been a real life saver. I have a question, because I'm not sure if what I've attempting is possible. I am attempting to integrate leadbolt ads into a div. I've set the HTML content to

    <script type='text/javascript' src='http://[link to specific ad js file]'></script>

    So far I'm drawing blanks. Am I approaching this correctly? I am trying to avoid using an iFrame, since that is directly against the TOS for the ad service. I figured a div was a great way to avoid calling in another page.

  • That makes sense. I'll see how well I'm able to put it together for them and let you know the results. They also want some empty functions so they can add in their content. I'm assuming I should just include some hollow functions in the external js file the plugin requires and then call the functions within C2.

    Thank you so much for the help! I'm not sure how I could have done this without some input from people who know more about the undercarriage of the program.

    Edit: Ok, so I have run into a bit of a hiccup. It's fairly straight-forward calling functions which exist outside of Construct, but what if the publisher wants a function which they can call to affect the game? In this case, they want to be able to pause the game by calling PUBLISHER_TOGGLEPAUSE().

    I have looked around for further help on the CallJS plugin, but very little exists. I can't figure out what the events included in the plugin do, or if they would be of any help. I thought maybe I could have PUBLISHER_TOGGLEPAUSE() flip a variable on and off in the js file which CallJS could then read, but I'm not sure CallJS does any reading at all.

  • Hello, I have a bit of a technical question. I am working with a publisher who has requested I insert some functions into the code (such as PUBLISHER_GAMESTART which they can call to begin the game or PUBLISHER_SUBMITSCORE to collect highscore data). These are requested so they can hook the game into their API.

    My original assumption was that I could simply use the Function plugin to accomplish this. For instance I have a loader layout which moves to the title screen only when the function "PUBLISHER_GAMESTART" is called using the "On function" event.

    Unfortunately, I have no way of knowing if the javascript developers who work with this company will be able to access the functions via a normal text editor. Looking at the code for myself, it looks rather mangled and does not resemble functions I have seen in the past (though this may be a result of my inexperience). The code is not minified.

    I think my question, then, is: If I tell the publisher that the function they can call is "PUBLISHER_GAMESTART"--will they be able to accomplish this through their own methods?

  • What about the new WebGL effects? Will Cocoon make these available for mobile devices? I'm wary to use them if they only work on a desktop. I'm wanting AdjustHSL, which doesn't seem terribly intense of an operation. Then again I have no idea how the internal workings of mobile devices operate.

  • I have exactly the same issue. It got so bad that I reverted to 95. I have tried on multiple computers in multiple browsers with exactly the same effect. This is what is happening:

    dl.dropbox.com/u/22577765/CelestiBug/index.html

    It might be hard to see if you don't know what to look for, but if you watch the stars carefully, one every few seconds will vanish. After a little while the game will throw and error and simply freeze. After reverting to 95 and recovering my save file from dropbox, I no longer have the problem. I'll post my capx soon. Unfortunately I will need to reinstall the new update to fiddle with the broken file.

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ryguydavis

Member since 9 Jul, 2012

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