Joskin's Recent Forum Activity

  • I've got the same error as SpacialPumpkin, you can check the log here velojet : joski.net/photonclient.workout

    Hope that help ! And thank you for your work !

  • The play store doesn't ask for an update so I think its the last. Btw, I've build it on cocoon website and it worked, but it's not realy easy to test my app using this way.

    Edit : You were right, it work now, thank you.

  • Hi,

    I tried to export my app to cocoonJS for testing it on my Nexus7, but i launch it i got a black screen with on the top left corner fps:>1000.

    In my logs I have 2 warnings :

    • Not implemented document.body appendChild argument
    • Not implemented createElement: screencanvas

    I'm not using 3rd party plugins and my lasts test on cocoonJS on the same device were succesful.

    Any ideas ?

    Thanks !

  • Can you link your .capx ? I can try to fix your system.

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  • Hi,

    You should post in the Bugs forum :)

    scirra.com/forum/bugs_forum43.html

  • Wow, this is an amazing work. I was just looking at unity / photon for a small multiplayer project with 2-8 players at the same time, I guess Photon can easily handle it !

    And for the release of this plugin prepare a donate button :)

    If you need some help for test ask me !

  • Mouse : On left button Clicked on MainSprite

              -> System : Create Object MainSprite On Layer X at MainSprite.X, MainSprite.Y

              -> MainSprite : Move to top of layer

    ?

    Your topic title doesn't match your description ...

  • Well, I reported this bug of sprite size, but i'm still waiting for ideas and advices !

  • Link to .capx file (required!):

    I can't link a .capx due to the "Cross-origin image load denied by Cross-Origin Resource Sharing policy." error. But it's simple :

    Steps to reproduce:

    1. Create a sprite with 2 frames.

    2. On sprite clicked -> Set frame 1

    3. Load image from url keep current size

    4. Set frame 0

    Observed result:

    The size of the final sprite is totaly different from the initial created.

    Expected result:

    Size is unchanged.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Operating system & service pack:

    win7

    Construct 2 version:

    r118 - r119 ...

  • Hello !

    1) I've a sprite named Sprite1 with a default image on him.

    2) I load an image with "load image from url".

    3) I restart the layout because i'm leaving the room and want to go in another one.

    4) The sprite image is still the last one loaded from the url, not the default one.

    How do I reset sprite after loading an image from url ?

    Should I use animation frame ?

    Thanks !

    Edit :

    I tried with animation frame :

    On start of layout -> Sprite1 -> set animation frame to 0 (default frame)

    On action -> Sprite 1 -> set animation frame to 1

              -> Sprite 1 -> load image from url (Keep Current Size)

    It was a good idea, it worked on the first "on action", but after restarting the layout and relauching "on action" the sprite is resized to a very small sprite (like 8*8 or 16*16) ... So it didn't work.

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Joskin

Member since 26 Jul, 2012

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