Team EternaL's Recent Forum Activity

  • I've been using wss://multiplayer.scirra.com successfully as the signalling server with my in-testing multiplayer game for months now, but recently I can't get the host and peer to stay connected to each other for more than a few seconds. I don't think I changed anything in events that affects it, so I'm wondering if something's currently wrong with the Scirra multiplayer signalling server or anything?

    As a side question, what's the difference between this $18.99 license for a Multiplayer signalling server https://www.scirra.com/store/game-makin ... server-161 and the free official signalling server at wss://multiplayer.scirra.com? Do games stay connected better if I buy and somehow use the license?

  • The latest Spriter plugin version 12/26/16 results in the app just displaying a black screen when exported from Construct 2 r241, built in Intel XDK, and run on Android, as well as this error in Simulate in Intel XDK:

    Uncaught ReferenceError: cr_createRuntime is not defined index.html (// Create new runtime using the c2canvas cr_createRuntime("c2canvas");)

    A previous plugin version does work. So don't use the 12/26/16 version of the plugin. I still had the 11/2/16 version on my computer, and it worked, so I'm using that one, which you could get here if needed: https://www.dropbox.com/s/sxsdq3bt3i0nh ... 2-2016.zip

    I don't have a copy of the 12/16/16 version to be able to use/test that one.

    Note that the latest Spriter R10 is fine, just not the latest 12/26/16 Construct 2 plugin.

  • There's an script line including your c2runtime.js in your index.html?

    *UPDATE: After days of work and probably around 20hrs of total work, I finally figured out it was Spriter's fault the entire time. It took me so long because I didn't suspect it as the cause. When I delete all SCML objects, it works, both in simulate and build. No runtime error, no black screen. Spriter just recently released version 10, an update I accepted, after which I also immediately looked for and installed the latest Spriter plugin for C2 as well, something I always do after every Spriter update, since it doesn't appear to be done automatically. So there's needless to say a high chance that there's a major bug either in Spriter version 10 or its C2 plugin. I'll look into it further tomorrow and then alert Spriter to it. ...Finally!

    Thanks for your replies Josek!

  • I've been trying to find a solution for some days, and i didn't xDD The projects are working correctly after the build so i think it's a problem with xdk emulator

    Hmm my builds don't work, so my issue may be deeper. In my case it seems that when the runtime error happens in the simulation, it also means a black screen on-device.

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  • What is currently the correct/best/working IAP plugin for use in Intel XDK for Cordova/Android projects?

    cc.fovea.cordova.purchase

    cc.fovea.plugins.inapppurchase

    https://github.com/maxmoore14/AndroidInAppBilling.git

    https://github.com/poiuytrez/AndroidInAppBilling

    https://github.com/cranberrygame/cordov ... ayment-iap

    or other?

  • Ashley Or even just what does the error mean? I've been at this error for days now, and am confused about what to do or even if I should do anything other than just be patient and wait for Scirra to fix it, (in which case I'm at least trying to make it clear that the error exists, which hopefully I have) because I don't even know how much of this error is my fault, or how much is C2's fault (such as from the latest r241, if applicable?). Perhaps my main question is: How do you define the cr_createRuntime?

  • *UPDATE: After days of work and probably around 20hrs of total work, I finally figured out it was Spriter's fault the entire time. It took me so long because I didn't suspect it as the cause. When I delete all SCML objects, it works, both in simulate and build. No runtime error, no black screen. Spriter just recently released version 10, an update I accepted, after which I also immediately looked for and installed the latest Spriter plugin for C2 as well, something I always do after every Spriter update, since it doesn't appear to be done automatically. So there's needless to say a high chance that there's a major bug either in Spriter version 10 or its C2 plugin. I'll look into it further tomorrow and then alert Spriter to it. ...Finally!

    I get that error in Intel XDK's Simulation and my game doesn't run, just a black screen.

    Uncaught ReferenceError: cr_createRuntime is not defined index.html

        <script>
    		document.addEventListener("deviceready", function ()
    		{
    			window["c2iscordova"] = true;
    			
    			// Create new runtime using the c2canvas
    			cr_createRuntime("c2canvas");
    			
    			document.addEventListener("pause", function() {
    				cr_setSuspended(true);
    			}, false);[/code:1h1szdys]
    Searching for the error in the forums and online, some people found that rolling back to an older C2 version (I use the latest beta r241) avoided the error, but I'm stuck on r241 because the project was saved there. I'll never trust beta releases again, and set update notifications in options to be stable releases only, so I'm never stuck like this again. But, for now, can this error be fixed in r241? (or in r242)
  • Is this a useful shortcut to finding out what's wrong?: The Simulate tab gives me this as the last error:

    Uncaught ReferenceError: cr_createRuntime is not defined      index.html:86[/code:cbmtxklx]
    And line 86 in index.html is "cr_createRuntime("c2canvas");" seen below:
    [code:cbmtxklx]    <script>
    		document.addEventListener("deviceready", function ()
    		{
    			window["c2iscordova"] = true;
    			
    			// Create new runtime using the c2canvas
    			cr_createRuntime("c2canvas");
    			
    			document.addEventListener("pause", function() {
    				cr_setSuspended(true);
    			}, false);[/code:cbmtxklx]
    
    [b]*UPDATE: [/b]After days of work and probably around 20hrs of total work, I finally figured out it was Spriter's fault the entire time. It took me so long because I didn't suspect it as the cause. When I delete all SCML objects, it works, both in simulate and build. No runtime error, no black screen. Spriter just recently released version 10, an update I accepted, after which I also immediately looked for and installed the latest Spriter plugin for C2 as well, something I always do after every Spriter update, since it doesn't appear to be done automatically. So there's needless to say a high chance that there's a major bug either in Spriter version 10 or its C2 plugin. I'll look into it further tomorrow and then alert Spriter to it. ...Finally!
  • I still need help.

    I see 166 errors from the Simulate tab: > https://www.dropbox.com/s/fynzlqvzbfj8e4t/errors0.jpg <> https://www.dropbox.com/s/danrlqdydoxz3he/errors.jpg < Does that show what the solution might be?

    By the way, this was from a fresh clean new Construct 2 export/project file directory with a new name, so there are no problems with incorrect project updates/re-exports.

    Also, I just built it using the "old method" of C2 export and XDK import, to see if it helps, but still the black screen. I deleted 3 plugins from the additions file (cc.fovea.cordova.purchase, https://github.com/maxmoore14/AndroidInAppBilling.git, and cordova-plugin-inappbrowser) and added them thru the plugin manager, but the build failed because cc.fovea.cordova.purchase failed to install. Unsure if it's because of the Billing Key I pasted (I used the 'License Key' from Play Store), but so I removed that plugin, which passed the Build, but still resulted in the black screen.

    Any help would be appreciated, as I'm stuck and desperate, since my work has been stalled for a few days now and I was hoping to be done by New Years. Even older backup versions of the project, that ran successfully on device before, don't anymore, which seems especially strange.

    P.S. I always found it strange that XDK seems to find that my C2 project uses "https://github.com/maxmoore14/AndroidInAppBilling.git" right from the moment I open the project for the first time in XDK after a fresh export from C2, as that doesn't look to me like something that would be an officially-supported C2 plugin, and I can't/don't know how to add custom plugins into C2 myself, to have added it myself.

  • Problem Description

    Since at least a couple of days ago or so, Construct 2 plugin(s), such as IAP and/or LocalStorage, results in Intel XDK errors:

    https://www.dropbox.com/s/h547lk19xhwm9 ... 9%20AM.jpg

    https://www.dropbox.com/s/zedjffa9emb4d ... 1%20AM.jpg

    I'm unsure if this is a big deal, but am desperate to make my app work again, a problem described here, viewtopic.php?f=147&t=185698&p=1088539#p1088539 and so am looking into whether or not this bug is related.

    Also, this error appears after first installing C2, at least r241, which doesn't stop C2 from running, but just in case it's problematic: https://www.dropbox.com/s/xg1ntxdgxcghayp/c2error.jpg

    Attach a Capx

    https://www.dropbox.com/s/ayg04a95sotjq ... .capx?dl=0

    Description of Capx

    Has basic C2 plugins/object types, including IAP and LocalStorage, for testing purposes.

    Steps to Reproduce Bug

    • Export that Capx for Cordova/Android, not minified, using new Intel XDK project format
    • Use it in XDK
    • Try to build it in XDK

    Observed Result

    The first screenshot error happens when you import/open the exported project in XDK. The second error happens when you try to build.

    (A workaround for the second error is to delete and re-select the File plugin, and/or the Media one, which both appear to contain the disk-writing permission.)

    Expected Result

    Neither error.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 10, Latest.

    Construct 2 Version ID

    r241 64-bit checked

  • Ashley Can it have to do with C2's IAP plugin for any reason? I have it in my project, and need it for an IAP, and when I tested a fresh new export folder and XDK build, it began with these two errors, I'm assuming just because of the IAP plugin in C2:

    https://www.dropbox.com/s/t25jahen3lp5kxw/error1.jpg

    https://www.dropbox.com/s/z80bqkwvx1oq7sh/error2.jpg

    I selected the only choice to move on, 'Remove', and, without editing anything, the Build Fails with these errors:

    https://www.dropbox.com/s/7c7sz6sckl4fmtr/error3.jpg

    Maybe C2 needs a fix to remove or update or fix something with the 'File' plugin? I removed it and added XDK's File plugin, which passes the Build, but no matter what I try in regards to plugins, it still doesn't get past a black screen on my Galaxy S7 mobile device.

    These are the plugins I use:

    https://www.dropbox.com/s/gc4920ni7bqgvlq/plugins.jpg

    I assume I need the Media plugin in XDK, which includes File and Compat. But whether I have those there or not, the build doesn't get past the black screen.

    I also use this plugin for IAPs:

    https://github.com/maxmoore14/AndroidInAppBilling.git

    But same deal, it's a black screen whether I have that there or not. I'm just trying to pin the black screen on anything to do with plugins, as I'm unsure what I could've possibly done or changed in C2 to cause it to not even run. I do notice the APK doesn't require any special permissions when I install it on mobile, despite that I think it should mention something to do with Files or Audio.

    Do you notice anything wrong? Or anything I should try?

  • And I tried again with r241 right now just in case, but same issue, as it's already the release I was using. So I still have the same problem. Any help would be appreciated, as I don't know what to do.

    Edit: So assuming it isn't a bug, what may be one or more most likely causes of a black screen instead of the app starting up? It doesn't reach the loader bar stage either.

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