theames's Recent Forum Activity

  • Joannesalfa Which Browser property do you use? I couldnt find OS Expression, I tried Browser.Platform but it just returns "" when running in cocoonjs launcher

  • Nathan

    I have just tried your capx via cocoonjs launcher and can confirm it doesnt work for me either

    you can look in the console of the app to see the error which you can pass on to Ludei

    Its erroring on trying to open the path to the files folder, maybe you need to add a prefix on the uri path to help it point to the right location but searching the forums i havent found any info on what that might be

    It definately works loading from live urls though as I just implemented this yesterday to include ads to our other games from within our new game, which strangely enough is also an educational childrens game

  • Actually i think my scenario is different as im using full http urls

    Any reason your doing it this way instead of just changing the images via animation frames? I mean if the images are already part of the project then why not?

  • Nathan I am using this functionality at the minute and its working fine, i havent compiled in the cloud yet though but its working fine in the cocoonjs launcher app, have you tried it in the launcher app? Im worried its a case of it works in the launcher app but not once its compiled to apk, i cant get access to the cloud compiler at the minute to test

  • I am exporting my game for CocoonJS and compiling in the cloud with the Cocoonjs Cloud Compiler.

    Is there anyway within C2 to detect if it is IOS or Android?

    I'm going to load an advert for another game on the store, but obviously the link to the game will vary depending on the device type

    Any ideas?

  • Ashley Can confirm that save/load game does not work in cocoonjs

    I am using r126, I assume the fix you are referring to was in a beta release post 126?

    Problem is I cant use any of those beta releases due to the physics bugs introduced with cocoonjs native physics

    Can you tell me when we can expect the next stable release which will address the save/load in cocoonjs as well as the physics fixes?

    thank you

  • Ok so it's a bug introduced after 127. Now to figure out an easy way to recreate my project in 126. Any ideas? I have a lot of event sheets

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  • Ashley ok no problem

    i just set up a simple test in 129, create a sprite, apply physics

    handle the touch, apply impulse to the sprite, run in cocoon, no impulse with error

    tag touchnstart, result of expression this.body.getlocalcenter [undefined] is not a function

  • tried on ipad, same thing but it doesnt crash out completely so i can look at the log, it says

    line 30854 tag touchstart undefined is not a function (evaluating this.body.getlocalcenter)

  • the project wont open in the previous version though?

  • even stranger, i decided to try not generating my physics objects using events, took the code out completely, i dragged it on to the layout and tried it and it works he falls

    i have code that detects a touch on the object and applies a random impulse, if i touch the pbject again it crashes in exactly the same way?!?

  • In my game when i switch to a layout that has physics objects my game just crashes

    its fine in the browser but in cocoonjs for android it just crashes in the launcher app

    i was on r127 and just read that there was a bug and should roll back to 126

    problem is it wont let me open my capx in that version cause it was saved with a newer version

    i then tried updating to 129 as i seen it was using some new physics stuff from cocoonjs but it does exactly the same thing?

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theames

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