Team EternaL's Recent Forum Activity

  • To get a game into Xbox's Creators Program, you need to "Create at least one active user and sign the user into Xbox." I read the Scirra tutorial on the Xbox Live plugin, and the Microsoft tutorials on how to set it up so that you use an Xbox account as a test account on the console, and it looks like I did everything right in event work, but I can never get it to sign in, neither silently nor manually. Any current known issues about any of that?

    edit: It looks like the real issue may be that the Gamertag doesn't really show up? Are there any known issues with that part?

  • I'm using the Xbox Device Portal to try to run my app package on my Xbox One, but it's just a black screen that seems to give up after about a minute. The Performance 'Running app memory' area seems to be maxed out at 2.3GB, and if it matters it mentions a 'Commit size: 2.1 MB'. If it's a memory issue stopping the game from even getting to the loading logo, can you give me more info on what to focus on changing? The app package is 457MB. What is the app trying to load all at the start that could be causing the issue? Does it consider all files in the project all at the same time? Compared to professional games worth many GBs, my 0.5GB game doesn't sound like too much for an Xbox One to handle. What's my likely first step(s) to take to decrease the memory requirement pre-loading so that the game runs on Xbox One? (For example, are images over 2058px not allowed even on Xbox One?) Or is the issue caused by something else?

    Update:

    I did it! Hopefully I won't have any major problems from here on out, but this is what I did, in case it helps anyone else in the future: I set the largest PNGs in the project to be PNG-8 instead of PNG-32, as that seems to be the quickest way to cut the overall file size, which brought the package down from 457MB to 304MB, and, just in case it matters, I ensured that no single layout piled on too many large images, such as a layout I had for Spriter scmls, and an Objects layout I had for objects that I needed to have exist at least somewhere in the project, instead spreading those images/objects out amongst a few layouts, which brought the 'memory use' stated in C2 down from over 1GB to 700MB. But I'm guessing that the PNG-8 thing might've been the only important change. The main issue I notice is that all characters with the platform behavior move like they're on the moon, compared to testing on PC, moving slower, and almost floating when jumping. I'm guessing that less special effects around and/or smaller images in terms of pixels would speed it up.

  • I'm happy with C2 and don't need to make the switch, but would like to use C3's build service. So I guess this is just a suggestion? To either:

      make it free to C2 owners who provide proof they paid for C2 make it available at a much cheaper yearly cost make it available permanently for a one-time fee

    As long as I'm suggesting things, I'd also like to see it handle APK Expansion Files, so that we don't have to keep things under the Play Store 100MB APK limit. And as long as I'm dreaming, I'd like to see it capable of exporting to PS4, Vita, maybe even 3DS if the second screen is allowed to just be black. Even if this involves some sort of transition between C2/C3 and Unity in order to achieve it. But, yeah, mainly the first part of this post. Teehee.

  • This usually happens when there are several copies of C2 running on PC. Check task manager, try turning it off and on again

    Unfortunately everything I tried related to that didn't work, such as closing and reopening both C2 and the Chrome browser, as well as checking Task Manager to ensure there are no extra copies of C2 or Chrome open. Another possible way around my issue: Is it possible to find some sort of Chrome data file that contains the Local Storage keys related to localhost:50000, and copy them, and replace a "50000" with "50002", so that the same set keys are available on 50002?

  • It recently changed from 50000 to 50002, even though it's still 50000 in settings. I notice the many local keys I use for testing are saved to 50000, and aren't available at 50002. Changing it to 50000 myself in the browser makes it fail. It automatically previews at 50002.

  • How do I check the line and col in a preview.js error? I get this error when previewing..

    http://localhost:50000/preview.js, line 4798 (col 60)

    ..and I'd like to look at line 4798, column 60, of preview.js, but where do I find it? I couldn't find it by searching preview.js in the project folder. I'm sure I'll figure out the problem myself if I know how to look at it.

    Edit:

    Although it doesn't answer the question, I did just find out that in my particular case the problem was that it didn't like that I was using the same layout for multiple event sheets, via a system in which a global variable that decides the game mode decided which sheet would be included for use in that layout. I instead duplicated the layout so that I could just commit one layout to one sheet/mode, and now the error doesn't pop up.

  • Edge doesn't support WebRTC DataChannels, so you can't use Multiplayer in Edge or UWP apps either.

    But I thought UWP apps is how you make Xbox One apps? We've been working on an online multiplayer fighting game for Xbox One for years. How do you correctly do multiplayer on Xbox One?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Multiplayer/online functionality in my game works in Construct 2 preview, but Visual Studio 2017 Preview debugging for the UWP version of the app returns this error when connecting online:

    Unhandled exception at line 111, column 13 in ms-appx://25608name.gamename/c2mp-peer.js 0xc004e00d - JavaScript runtime error: Could not complete the operation due to error c004e00d.

    this.pc = new RTCPeerConnection({ "iceServers":this.mp.getIceServerList() }, { "optional": [{ "googIPv6": true }] });

    Any help getting past the error would be appreciated.

  • When double-clicking packageappx.manifest, it says:

    Error HRESULT E_FAIL has been returned from a call to a COM component.

    This is after a fresh export from Construct 2 to make a Windows 10 app. I Googled the issue, but every solution doesn't seem to apply to my case, or is only for programmers to understand. I only have a few days to pass this issue before the Windows Creators UWA contest deadline on Nov 17.

    UPDATE: It looks like I did it! If it's not too early to celebrate: Here's what I did: I downloaded and installed the latest "Visual Studio Community 2017 Preview" 15.5.0 Preview 3.0, and I also Modified the Install by checkmarking "Universal Windows Platform development" and "Desktop development with C++" including all the Individual component Windows 10 SDKs. Doing it in that is what did it.

  • When signed into FB, I can see my game, which was approved for App Center, at https://www.facebook.com/games/?fbs=106 ... 5910110337 , but people I share that link with tell me it doesn't appear for them. Even searching its name doesn't bring it up. What is the expected url/page for a Facebook Game?

  • Problem Description

    Editing Text object Properties can cause C2 to crash. Unfortunately I have no idea what causes it to happen or not happen, I just know it's happened a few times in my experience over the past year, causing me to learn to ensure I save the project before making edits to the Text object's Properties. I think I notice it especially happens after clicking/editing the "Font" Property in particular, such as by selecting a Font, Font style, and Size, clicking OK, and then having a crash. My only guess to any special case I have is that I have a lot of downloaded fonts on my system. Not hundreds, but a lot.

    Attach a Capx

    https://www.dropbox.com/s/4wihvvgzzshwrvy/text.capx

    Description of Capx

    Has text object.

    Steps to Reproduce Bug

    • Add Text object.
    • Edit Text object Properties.

    Observed Result

    Crash.

    Expected Result

    Not crash.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Windows 10 64-bit Latest.

    Construct 2 Version ID

    r241

  • https://play.google.com/store/apps/deta ... ychomachia

    I completed the first version of an online multiplayer fighting game with character creation I've been working on for a while, available for Android devices. I'd appreciate if anyone has a chance to test it, especially if you manage to find another human player online, and can then offer any suggestions here for how I may be able to improve the event work in C2.

    Thanks!

Team EternaL's avatar

Team EternaL

Member since 8 Jun, 2016

None one is following Team EternaL yet!

Connect with Team EternaL

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies