tumira's Recent Forum Activity

  • I've tested preview using wifi on Android 4.3 Galaxy S3. On Ipad4 the bug does not happen. Do you test on IOS or Android ? This bug is kinda strange but as you can see Ashley also effected with this bug. So it is not just me.

  • Ashley

    I have installed C2 R172 today and the bug came back. You are right , its not about the runtime.js UTF8 with or without BOM.

    The bug is in common.js. I just do this.

    1)Copy common.js to desktop (since you cannot edit and save in Program Files)

    2)Open common.js in Notepad++

    3)Press spacebar in the editor

    4)Save

    5)Copy and replace back to webstorage plugin folder.

    I've tested in CocoonJS Launcher v2.0.1 via preview with empty project+webstorage and the solution works. Strange right ?

    The file is actually just empty file (with space). I've attached the file if you want to test.

    https://dl.dropboxusercontent.com/u/65841566/common.zip

  • "Known Bugs

    Ads with admob and mopub aren't handled correctly, and may not appear. If more ad networks are configured in mopub, those will be served.

    In App Purchases: We've experienced some situations where android store didn't retrieve correctly the list of available items in the store.

    Samsung Galaxy Tab devices crash due to SIGILL.

    We are working on all of these bugs in order to solve them and create a new release asap. Sorry for the inconveniences."

    From ludei release notes.

    http://support.ludei.com/hc/en-us/articles/203425667-CocoonJS-v2-0-1

    Not good. So basically Admob+IAP are not working for Android store.

  • Ashley

    Like I said, I found that runtime.js is in "UTF8 without BOM" in NotePad++. While others are actually in "UTF8" when you click the Encoding tab. Maybe it is the one that causes the problem? I found out that I`m not the only one with this problem in the CocoonJS thread.

    It is kinda strange though since I did manage to upload one game last month using R167.2 but when I did downgraded the preview still got the same error. I think they maybe did something to the Launcher and make it incompatible with that format or something.

    Anyway the "fix" or solution is quite simple and strange though. And I think you know they will just ignore my complaints

  • Hi everybody. I just fixed the Fullscreen preloading and Showfullscreen bug. You can get the files here:

    https://dl.dropboxusercontent.com/u/65841566/CocoonJSFullscreenAdfix.zip

    Just replace the original files. So far no error except the annoying "jquery.equalheights.js" error in alert window. I dont think this will effect anything if you are using canvas and not webview. I dont know why they put it in though..

    For the webstorage fix with cocoonJS 2.0, you can see my bug report and solution here:

    https://www.scirra.com/forum/r171-webstorage-cocoonjs-2-0-bug-and-solution_t107086

    Enjoy.

  • Problem Description

    When I run my game preview via wifi, CocoonJS launcher complain about the webstorage

    Attach a Capx

    I dont think you need capx. I just load empty project and add Webstorage object and preview via wifi.

    Description of Capx

    I dont think you need capx. I just load empty project and add Webstorage object and preview via wifi.

    Steps to Reproduce Bug

    • Create new empty project
    • Add Webstore. No event or anything.
    • Preview via CocoonJS launcher on Android. (Galaxy S3 4.3)

    Observed Result

    Annoying alert message from CocoonJS. And I think Webstorage is broken.

    On Ipad it is working fine.

    Expected Result

    Webstorage just work and no annoying message.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Windows 8.1 64Bit

    Construct 2 Version ID

    R164.2 until R171. I just stopped and look for fix.

    Solution is here http://docs.moodle.org/24/en/Converting_files_to_UTF-8

    Just open the files from webstorage plugin folder in Notepad++ and resave as UTF8. I noticed that the runtime.js is in "UTF8 without BOM" format. So that may be the cause of the problem.

    Hopefully this help anyone that having this problem and I hope you included the fix in next release.

  • Found someone posted this on html5gamedev forum.

    https://gonative.io/

    The source code is also free.

    https://github.com/weiyin/gonative-ios

    https://github.com/weiyin/gonative-android

    What do you guys think ? It does mention that Admob, IAP, IAd is coming..

    Maybe another solution ? Or another headache ?

  • QuaziGNRLnose

    When I tried to update the three.min.js to latest version(R67) I got this error

    "Javascript error!

    "TypeError: "rotation" is read-only"

    "http://192.168.1.198:50001/Quazi3D_plugin.js, line 343 (col undefined)"

    I hope you can fix this bug. Since there are a lot of improvements in the R67 release notes.

    https://github.com/mrdoob/three.js/releases

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  • Can you share some CAPX on how do you use the plugin together with Construct 2 on making the Tiny Tank ? Bullet collision together with your plugin and etc ?

  • QuaziGNRLnose

    The plugin is using old version of three.js , on github it is version R67 but you are still using R66. Can you update it ?

  • QuaziGNRLnose

    Can you request or give suggestions to Ashley on improving C2 Editor to communicate more with your plugin ? I think the same thing happen with lucid and Ashley on Spriter plugin. Ashley needed to modify and make changes for the scml importer for C2.

    Can we use physics with this ?

  • QuaziGNRLnose

    Questions:-

    1)Does it support CocoonJS, Ejecta, Crosswalk ?

    2)Minify enable supported ?

    3)What 3d software models can we use ? Blender, Maya etc ?

    4)Able to trigger sound from the event like Spriter ?

    Can you put extensive tutorial and documentation on your site , especially to help Construct 2 user (including me) from 2D gaming to 3D gaming.

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tumira

Member since 16 Jun, 2013

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