Mayfly's Recent Forum Activity

  • yongsheng

    Thanks for the reply. I will try and sign up and post there as soon as I can. In the meantime, the bugs I am getting are a very poor frame rate and touch screen controls not working as they should. Several touch actions which are meant to be triggered (On end of touch) are being triggered more than once with one press / release.

    Cheers

  • I tried crosswalk builder today for the first time. I'v been using ConcoonJS for a while now since I found it better / easier than Phonegap.

    My experience with Intel's crosswalk is not that great. My app compiles but its very buggy compared to what I am used to and unplayable. Frame rate is significantly lower than on a ConcoonJS export. Also the touch controls do not work as they are meant to so the game doesn't run properly any more. Shame, I was hoping it would work really well.

    On a positive now, Clay.io seems to work well integrated into crosswalk which it doesnt work properly on ConcoonJS.

    Hopefully in time this method will get better and become a viable alternative.

  • Very nice plugin. I managed to get it working fine for my App using Chrome browser.

    Is it compatibly with CocoonJS? I get an error when trying to export and test in the launcher =( I am not minifying the script?

    Any help would be appreciated so I can get my android app online =) I get an error

    And then all the touch controls and games goes funny. (eg you leave the layout but the game for some reason will end you back to the layout for no reason? Odd)

  • robert420 Hi, thanks although for some reason I cannot find this expression on my construct2?

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  • Sounds great. Cant wait as I need help on all that =) Thanks!!!

  • Im also having a few issues with some other clay.io features. If I choose facebook / twitter / google etc underneath to sign in it opens just a blank window that fails to load.

    Also posting to twitter works on html5 but not android export.

    Posting to facebook doesn't work on either, I get a stuck loading popup.

    I also cant get any clay.io working when testing with IE10/11.

    Any help would be appreciated.

  • Have you linked the app ID in the clay.io plug on C2?

    It is located in teh projects tab, objects, clay.io and then on the left the API key needs to match the one on clay.io website for setting up the achievements.

  • Hi,

    I've noticed when the CLAY.IO window is popped up, touch conditions in the background are still active. Is there a way around this? When the login window appears for Clay on my options screen, scrolling or interacting with is also triggers touch button events behind it?

    I am also having trouble getting clay.io to work with cocoonks. If I export from construct 2 then manually add the clay files to the zip it works in the launcher ok most of the time (Although sometimes the plugin doesn't respond - I have two buttons, one for achievements and one to log in, sometimes one request will stop working and the other will bring up both requests at the same time??). If I copy just the 4 files into the zip it loads up the clay.io small:

    <img src="http://i40.photobucket.com/albums/e239/mayfly118/2014-02-13151037.png" border="0" />

    If I add all the clay.io plugin folder into my zip I get it full screen almost:

    <img src="http://i40.photobucket.com/albums/e239/mayfly118/2014-02-13150133.png" border="0" />

    But if using the cloud compiler and jarsigner / zipalign the file for release the clay.io features no longer work =( Nothing happens in the app. The same happens on the signed / debug.apk version.

    I am using the latest C2, CocoonJS and Clay.io files. I am testing on a Samsung Galaxy S3 with latest android 4.2

    I would say in the launcher clay.io works 8/10 times loading my app. Sometimes clay.io is full screen, sometimes just under full screen.

    On a apk from the cloud compiler it works around 1 in 10. The other 9 times it doesnt function at all?

    Is there any fixes for this?

    Thanks

  • I need a little help in how to implement sound into my game.

    I'd like to make it so that when balls collide they play an audio 'clash' sound, but the volume of the sound file is related to the speed at which they collide. Faster collisions being louder than slower ones.

    I've had a search on the forums / tutorials and had an attempt, but I am finding it difficult to get a good range of max to min sound volumes.

    I've had a play around with the command to set the volume to the bowls.physics and tried things like:

    Set volume to: ((P1Bowl1.Physics.VelocityX)/10)-50

    The maximum Velocity X of my balls gets up to a value of 1000 down to 0 when stationary. I have manged to get an ok play off between min and max sounds by changing the above.

    I will eventually want to implement this so that there are 9 balls on screen and each sound effect is related to the speed of the ball colliding. (At the moment I have put them all as a collision family and done on collision with another from collision family play sound. But this gives the same volume for each effect / collision.)

    Does any one know a nicer way I can approach this? I am also hoping to keep it Android compatible.....

    Thanks

  • Well after checking through some of MMF2 creations over the weekend, I did a little tutorial level to bring my 'Pro Skater' game up to date with Construct 2 and also fro mobile devices. Experimenting with a touch swipe control scheme and really checking how it would run. Fairly happy with a few hours conversion over to C2 and touch controls. And it runs pretty good on a Galaxy S3 =) Will need to tweak slightly to get it running super smooth but happy so far.

    [Tube]http://youtu.be/EW6R9Dp9w4w[/Tube]

  • Here's a compilation video of my old MMF2 games I used to work on. Since trying out Construct 2 I've never looked back until today when I decided to check out my old games and see what I should re-make into C2 =)

    [TUBE]http://youtu.be/enhFB5Rd8FU[/TUBE]

  • Does the game freeze at the same spot for everyone or are there random freezes?

    What wrapper are you using to distribute?

    Is they anycommon theme on the reports. ie hardware, OS....

    • The game appears to freeze the same spot each time for one person. On my two devices / PC testing I do not encounter any issues. Nor has anyone else reported it / my friends have not had the issue on their devices.

    I have tested on S3, HCT One, ASUS tablet no problems. The issues come from a tesco HUDL device on android 4.2.2 (Although I have tested this versino of android fine on other devices)

    • I am using CocoonJS still to wrap the game.
    • The game freezes on them and does not bring up the report error screen so I have not managed to get any details.

    Checking my app on the GP developer I have two crashes reported by other users but I do not understand what all that means =P

    One error report is:

    java.lang.NullPointerException

    at com.mopub.mobileads.AdView.loadUrl(AdView.java:365)

    at com.mopub.mobileads.AdView.reload(AdView.java:476)

    at android.webkit.AccessibilityInjector.updateJavaScriptEnabled(AccessibilityInjector.java:426)

    at android.webkit.WebViewClassic.updateJavaScriptEnabled(WebViewClassic.java:3380)

    at android.webkit.WebSettingsClassic.setJavaScriptEnabled(WebSettingsClassic.java:1549)

    at com.mopub.mobileads.AdView.<init>(AdView.java:131)

    at com.mopub.mobileads.MoPubView.initVersionDependentAdView(MoPubView.java:132)

    at com.mopub.mobileads.MoPubView.<init>(MoPubView.java:118)

    at com.mopub.mobileads.MoPubView.<init>(MoPubView.java:92)

    at android.com.ideateca.service.ad.AndroidMoPubAdBanner$1.run(AndroidMoPubAdBanner.java:34)

    at android.os.Handler.handleCallback(Handler.java:725)

    at android.os.Handler.dispatchMessage(Handler.java:92)

    at android.os.Looper.loop(Looper.java:137)

    at android.app.ActivityThread.main(ActivityThread.java:5328)

    at java.lang.reflect.Method.invokeNative(Native Method)

    at java.lang.reflect.Method.invoke(Method.java:511)

    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:1102)

    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:869)

    at dalvik.system.NativeStart.main(Native Method)

    The other says:

    java.lang.ExceptionInInitializerError

    at java.lang.Class.newInstanceImpl(Native Method)

    at java.lang.Class.newInstance(Class.java:1409)

    at android.app.Instrumentation.newApplication(Instrumentation.java:957)

    at android.app.Instrumentation.newApplication(Instrumentation.java:942)

    at android.app.LoadedApk.makeApplication(LoadedApk.java:485)

    at android.app.ActivityThread.handleBindApplication(ActivityThread.java:3399)

    at android.app.ActivityThread.access$2200(ActivityThread.java:124)

    at android.app.ActivityThread$H.handleMessage(ActivityThread.java:985)

    at android.os.Handler.dispatchMessage(Handler.java:99)

    at android.os.Looper.loop(Looper.java:130)

    at android.app.ActivityThread.main(ActivityThread.java:3822)

    at java.lang.reflect.Method.invokeNative(Native Method)

    at java.lang.reflect.Method.invoke(Method.java:507)

    at com.android.internal.os.ZygoteInit$MethodAndArgsCaller.run(ZygoteInit.java:839)

    at com.android.internal.os.ZygoteInit.main(ZygoteInit.java:597)

    at dalvik.system.NativeStart.main(Native Method)

    Caused by: java.lang.UnsatisfiedLinkError: Couldn't load CocoonJSLib: findLibrary returned null

    at java.lang.Runtime.loadLibrary(Runtime.java:429)

    at java.lang.System.loadLibrary(System.java:554)

    at com.touchmonkeygames.smb.Short_Mat_Bowls_TouchApplication.<clinit>(Short_Mat_Bowls_TouchApplication.java:8)

    ... 16 more

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Mayfly

Member since 24 Feb, 2013

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