weisdaclick's Recent Forum Activity

  • Does you app have or use the mouse object?

    Did you use the non WebGL version of the batch file? I'm not sure there is WebGL support yet.

    It has the mouse object - only for testing on the PC I think before the touch was implemented.

    Yes I used the non WebGL version of the batch file but my project has WebGL on.

    Think I should hash the mouse part of the code out? And export with WebGL off?

  • After switching to Ejecta I am getting an error in XCode and cannot get around it.

    I followed the tutorial here https://www.scirra.com/tutorials/627/how-to-export-to-ios-with-ejecta

    My build succeeds but the Ejecta splash screen comes up and then just a black screen.

    Here is my XCode log:

    2013-09-19 01:52:29.775 Ejecta[11240:907] Creating ScreenCanvas (2D): size: 1024x768, style: 1024x768, retina: yes = 2048x1536, msaa: no

    2013-09-19 01:52:30.985 Ejecta[11240:907] Loading Image: images/monsters-sheet0.png

    2013-09-19 01:52:30.987 Ejecta[11240:907] Loading Image: images/player-sheet0.png

    2013-09-19 01:52:30.990 Ejecta[11240:907] Loading Image: images/bullet-sheet0.png

    2013-09-19 01:52:31.055 Ejecta[11240:907] ReferenceError: Can't find variable: jQuery at line 14731 in c2runtime.js

    2013-09-19 01:52:31.083 Ejecta[11240:907] GameKit: Auth failed: Error Domain=GKErrorDomain Code=2 "The requested operation has been cancelled." UserInfo=0x1e04cf20 {NSLocalizedDescription=The requested operation has been cancelled.}

    2013-09-19 01:52:31.090 Ejecta[11240:907] JS: Auth failed

    Sep 19 01:52:31 my-iPad Ejecta[11240] <Info>: 01:52:31.092922 com.apple.AVConference: GKSConnSettings: set server: {

            "gk-cdx" = "19.173.254.218:4398";

            "gk-commnat-cohort" = "19.173.254.220:16386";

            "gk-commnat-main0" = "19.173.254.219:16384";

            "gk-commnat-main1" = "19.173.254.219:16385";

        }

    I had a look at line 14731 in c2runtime.js - here is the function:

    14725        var instanceProto = pluginProto.Instance.prototype;

    14726        instanceProto.onCreate = function()

    14727        {

    14728                 var self = this;

    14729                 if (!this.runtime.isEjecta)

    14730                 {

    14731                         jQuery(document).mousemove(

    14732                                 function(info) {

    14733                                         self.onMouseMove(info);

    14734                                 }

    14735                         );

    14736                         jQuery(document).mousedown(

    14737                                 function(info) {

    14738                                         self.onMouseDown(info);

    14739                                 }

    14740                         );

    14741                         jQuery(document).mouseup(

    14742                                 function(info) {

    14743                                         self.onMouseUp(info);

    14744                                 }

    14745                         );

    14746                         jQuery(document).dblclick(

    14747                                 function(info) {

    14748                                         self.onDoubleClick(info);

    14749                                 }

    14750                         );

    14751                         var wheelevent = function(info) {

    14752                                                                self.onWheel(info);

    14753                                                         };

    14754                         document.addEventListener("mousewheel", wheelevent, false);

    14755                         document.addEventListener("DOMMouseScroll", wheelevent, false);

    14756                 }

    14757        };

    The files on my Mac look like this:

    <img src="http://s24.postimg.org/8r5sixhhh/Screen_Shot_2013_09_19_at_2_06_50_AM.png" border="0">

    Any ideas what could be up here?

  • Sounds like you haven't copied the index.js file to the APP folder or you haven't run the (EjectaXporter_2d.bat) fnr to reaplace all the objects in the c2runtime.js file

    I have exactly the same error:

    XCode says "No Issues" but I just get a black screen after the Ejecta startup screen.

    My log says:

    ReferenceError: Can't find variable: jQuery at line 14733 in c2runtime.js

    I copied index.js to my App folder and I ran the batch file - just as the tutorial tells me here: https://www.scirra.com/tutorials/627/how-to-export-to-ios-with-ejecta

    Any ideas?

  • After a lot of messing around with CocoonJS I am trying Ejecta which is giving me a load of issues in XCode - trying to sort them one by one...

  • Thanks for the response.

    Tried them all, there seems to be no difference.

    The problem is there are five screen modes in C2 and three in CocoonJS - and IMO I don't need any of them (no scaling,stretching or cropping required as it should fit 100%).

    Sadly this seems not to be the case.

  • I have built my project and been testing with the CocoonJS app launcher along the way.

    This is for the iPad only so I have made it 1024x768. I have read the documentation about supporting multiple screen sizes.

    Now I have built the project with Ludei's Cloud Compiling system and run it on my iPad4 through XCode. It looks like garbage.

    I have tried all the screen modes:

    Off - not allowed in CocoonJS

    Crop - crops the screen yes leaving 35% black

    Scale Inner - crops the screen as above

    Scale Outer - black space on left and white space on right with repeated image

    Letterbox Scale - as Scale Outer

    Letterbox Integer Scale - as Scale Outer

    After months of building my project and making it look perfect now once compiled it looks like s***.

    Other settings:

    Use loader layout - No

    Pixel rounding - On

    Window size - 1024,768

    Preview browser - Chrome

    Fullscreen in browser - All settings tried (as above)

    Use iOS retina display - All devices

    Hide address bar - No

    Enable WebGL - On

    Sampling - Point

    Loader style - Percentage text

    Pause on unfocus - No

    Clear background - No

    Can anyone tell me what I am doing wrong?

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  • Events are processed one after the other, so what you have done is test for a condition, set the frame and music, but the very next event sets them back again.

    There are many ways to deal with this, but the easiest is to just use 'Else'.

    Yes that's exactly what I wanted to do, set the frame and music then if the user wishes set them back again.

    I can't see how your solution sets the button back - to explain I want frame 0 to show then when the button is pressed frame 1 shows, pressed again frame 0 shows etc. A simple on/off. I have tried every conceivable variant of touch and I can't get it to work.

  • I have been trying for a while to create this but I can't get it working.

    This is a Coccoon project so I am using touch.

    I followed this post http://www.scirra.com/forum/game-sound-On-off-button-issue_topic46140.html but this uses mouse events.

    I thought to create a sprite with 2 frames and alternate between frame 0 and 1, I can only get it working one way though - switches to frame 1 but can't switch back to frame 0.

    Any help welcome.

    image upload software

  • No it happens with sprites that just use Custom Movement also.

  • I've been trying to narrow this down....

    My game features pretty much just two sprites on each layout - player and enemy. The same enemy is just spawned again. I have switched enemies from different layouts and it seems not to be an issue such as an image point with a sprite.

    As mentioned it happens with the browser, in Cocoon launcher and in my Cocoon built app so its coming from Construct2 as not all the devices can be at fault.

    I am using bullet behaviours - will try some sprites without them and see what happens.

  • I have created my game in Construct2 but one issue I have is every 4 seconds or so the sprites jerk slightly in the game. There are only 5 or 6 sprites on the screen.

    I have also reduced the collision points to the absolute minimum - between 4 and 6.

    Each sprite is 120x65. There are 5 frames repeating at a speed of 7 but even with just 1 frame it still jerks.

    No particles/effects/scale/flip/blend modes used.

    I have tried everything to reduce this and it occurs on my PC in Firefox (or IE). Same issue on my iPad (iPad4 - 1024mb RAM, retina display).

    Using the CocoonJS app I get 62FPS. I have built the game in the Cocoon cloud and the issue is also there.

    I am using r139 64 bit, OpenGL 3.3.11672.

    The game - download size 19.3 mb, memory use 158mb (was 173mb but after optimizing I have it down to 158).

    Background image - 122kb

    Layers - 4 (bg, main, HUD, Touch controls)

    Use loader layout - No

    Pixel rounding - On

    Preview browser (default)

    Fullscreen in browser - Scale

    Use iOS retina display - All devices

    Enable WebGL - On

    Sampling - point

    Clear backgrround - No

    My PC - Win 7 64 3Ghz, 3Gb RAM, ATI Radeon HD 4800 (latest driver).

    So I'm stuck right now - please help!

  • Ok I'm obviously doing something wrong here....

    Downloaded rex_pause_dt.7z and unzipped it, copied the rex_pause_dt folder to ../constuct2/exporters/html5/behaviors

    Now I can find no trace of pause in the editor. Using version 139 (64 bit)

    Can you tell me what I am doing wrong?

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weisdaclick

Member since 10 Apr, 2013

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