kmsravindra's Recent Forum Activity

  • I get an error alert saying "Exported games do not work etc.,..." when trying to run the index.html inside cordova. Inside index.html I see the below code was newly added causing this. Removing this code removed the alert as well but runs fine inside Corodova...Is it expected to be removed like the way I did when running inside Cordova? OR am I doing something wrong?

    -------

    <script>

    // Issue a warning if trying to preview an exported project on disk.

    (function(){

    // Check for running exported on file protocol

    if (window.location.protocol.substr(0, 4) === "file")

    {

    alert("Exported games won't work until you upload them. (When running on the file:/// protocol, browsers block many features from working for security reasons.)");

    }

    })();

    </script>

  • Hi yousicc, I did try with Ejecta but there seems to be several issues for the same export to work on different iPhones. I am using Ejecta for iPad app ( as it does not have too many variants for now)....But whenever aspect ratios change, Ejecta doesnt seem to work fine especially with screen scaling issues. I think I know a way to make the Cordova work for iOS. If I am successful, then I would let you know.

  • Appreciate any link / pointer to a good tutorial on exporting to iOS using Cordova.

    Thanks

  • Thanks ASHLEY. Appreciate your response. I didn't test it using r189. Will do that and let you know by my tomorrow.

    wrt Cordova, I appreciate any pointer to a good tutorial that I can follow to export to iOS. Thanks a lot.

  • [attachment=0:1who22gj][/attachment:1who22gj]Problem Description

    C2 game of aspect ratio 16:9 ( window size used in C2 is - 848 by 477 matching that of iPhone 5/6/6+) made in

    landscape mode. When this game is exported using Ejecta, then on iPhone5 and iPhone6 the app doesn't scale up full screen. There is a big black border all round the app. Please see the attached screenshots wherein I have attached the simulator screenshots from iPhone5, iPhone6 and iPhone6 plus. iPhone5,IPhone6 and iPhone 6 plus - all of them have an aspect ratio of 16:9. I have made my C2 file also in the same aspect ratio. However, as could be observed from the screenshots - In iPhone 5 and iPhone 6, the app somehow doesn't scale up to full screen. Only in iPhone 6 plus it does strangely!

    Attach a Capx

    Any sample capx file with 848 by 477 ( or any 16:9) aspect ratio window size. It doesn't matter if WebGL is ON or OFF.

    Description of Capx

    Any sample capx file with 848 by 477 ( or any 16:9) aspect ratio window size. It doesn't matter if WebGL is ON or OFF.

    Steps to Reproduce Bug

    • Export the capx file for Ejecta
    • Run the file in Xcode simulator
    • Step 3 etc.

    Observed Result

    Please see the attached screenshots where black border appears for iPhone 5 and iPhone 6. It does not appear on iPhone 6 plus

    Expected Result

    The app should have filled the screen in all cases.

    Affected Browsers

    • iPhone 5, iPhone 6 Operating System and Service Pack iOS Construct 2 Version ID r184 stable
  • Thanks ASHLEY. Here is the link to the bug report created -

    The .capx content doesnt matter much, so I created a very basic one with 4:3 aspect ratio window size matching that of iPad that gives an issue for iPhone export.

  • Problem Description

    When exported to iOS using Ejecta, I get a contentScale issue because of which a blank screen appears on iPhone. on iPad the same app works. Here is the link where another person has hit the same issue and was checking with Ejecta team - There are also more details on why this issue might be happening on construct2 -

    https://github.com/phoboslab/Ejecta/issues/441

    Request Ashley to help if this is something that can be addressed within Construct2 as Phoboslabscl@Ejecta has suggested in the above link.

    With WebGL off in C2, it works...with WebGL on, the issue is there.

    Attach a Capx

    Uploaded a very simple capx file

    Description of Capx

    WebGL on, 640 by 480 ( 4:3) aspect ratio for iPad.

    Steps to Reproduce Bug

    • Export this for Ejecta and run it on iPad. It runs because the aspect ratio matches that of iPad
    • Export this for Ejecta and run it on iPhone. It gives contentScale error as described above and shows a blank screen on iPhone
    • Step 3 etc.

    Observed Result

    Blank screen on iPhone. Please see description above. With WebGL off in C2, it works...with WebGL on, the comes up.

    Expected Result

    Please see this link for more details - https://github.com/phoboslab/Ejecta/issues/441

    Affected Browsers

      iOS - iPhone Operating System and Service Pack ____ Your operating system and service pack ____ Construct 2 Version ID r184 stable version
  • TheWyrm, I think it should work on Android but not on iOS. iOS doesn't yet support WebRTC to my knowledge currently.

  • When exported to iOS using Ejecta, I get a contentScale issue because of which a blank screen appears on iPhone. on iPad the same app works. Here is the link where another person has hit the same issue and was checking with Ejecta team - There are also more details on why this issue might be happening on construct2 -

    https://github.com/phoboslab/Ejecta/issues/441

    Please let me know if anyone was able to workaround this issue? Request Ashley to help if this is something that can be addressed within Construct2 as Phoboslabcot@Ejecta has suggested in the above link.

    Edit : With WebGL off, it works...with WebGL on the issue is there.

    Appreciate any help!

    thanks!

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  • rexrainbow, This is great! will give this a try in C2. Any ideas about image sync'ing ?

  • DuckfaceNinja, I am converting the image to dataURI but the size of the dataURI itself exceeds what could be sent over on MP. So probably I need to concatenate the data packets and rebuild them...Another technique could be to use "imgur" link and probably send the imgur link to peers which they will load...that might not limit the image size....what do you think?

  • I too was interested to explore that. Another capability I was planning to add is a feature where a user could add an image as well...I figured out a way that for the image to show up on all screens using MP ( with reference to our discussions in the forums earlier) but as you know the size of the image is limited to 200kb or something...Needed some ideas to get around this.

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kmsravindra

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