danno55's Recent Forum Activity

  • no reason other than that seems to be recommended the most....how is the Intel XDK?

  • yea thanks that was it....I had it in a shared link though...wonder why it didn't work with a shared link which, as I understand it, drop box is now using as the default way to share files instead of a public folder......

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  • for example, here is the drop box location for an one sprite no events layout that was exported to a cocoonjs zip file....

    yet I cant get it to open with the cocoonjs launcher to test it...

    is there something I am doing wrong??

    thanks!

    dropbox.com/s/xh0apo59yz9n0nm/newproject2.zip

  • tgeorgemihai

    thanks..i ve tried exactly what you suggested...I get an error on opening the zip file every time. ive tried it with extremely simple test layouts too....not sure why its not working....

    Thanks

    Dan

  • JWstudios

    Something that I seem to be hung up on is testing through the cocoonjs launcher.....I haven't set up the apple dev account yet, but it doesn't look like you need to in order to test on the device throught the launcher.....I just get a black screen if I send a link to the html file and if I try to send a link to the zip file it cant open it...

    any ideas?

    thanks!!

  • hey folks...ive spent a good deal of time scouring the forums...there seems to be several ways to publish native IOS apps....cocoonjs, Ejecta...and a few more...

    is there anyone regularly publishing apps on the app store with construct games? It seems rather complicated...what's the simplest way to do this? Im using construct 2 because I don't have an extensive programming background in the first place but some of these posts seem like you have to get into the code to make something work in IOS...

    thanks

    Dan

  • thanks...is that on a mobile device? is anyone having trouble with the "test" functionality of cocoonjs on ios7?

    thanks

    Dan

  • hi guys

    just want to make sure im following the procedure correctly for testing with the cocoonjs ios app....

    ive created an account with cocoonjs and have downloaded and logged on to the app....

    in construct2 ive exported a cocoonjs zipfile, and uploaded the zipfile to dropbox....

    dropbox.com/s/6izy1alxwss6pua/newproject.zip

    within the cocoonjs app ive selected "test" and selected URL an and entered the above ULR of the zipfile on drop box but I get an error of cant open the zipfile....

    am I doing something wrong?

    thanks

  • thanks ill try these!

  • LittleStain

    well, im trying to have it so that I when the object is on the screen, the player cant spawn more objects...so there will only be one object on the screen at a time...

    the project file is here:

    dropbox.com/s/dab5terulvojqq9/spawner.capx

    im not sure why this simple logic isn't working still....anyone?

    thanks

    Dan

  • thanks in advance!

    Im stumped on why this wont work...

    I want the player to only be able to spawn a new instance when there isn't not one already on the screen...the object has to leave the layout before a new one can be spawned...

    I have an event that looks like this with 2 conditions and one action:

    keyboard - on space is pressed | Spawnerobject | Spawn Sprite1

    Sprite1 - X is on-screen

    its simple enough but isn't working.

    any ideas?

    thanks

  • thanks guys...that worked...but now I have a second question

    I want the player to only be able to spawn a new instance when there isn't not one already on the screen...the object has to leave before a new one can be spawned...

    I have an event that looks like:

    keyboard - on space is pressed | Spawnerobject | Spawn Sprite1

    Sprite1 - X is on-screen

    its simple enough but isn't working.

    any ideas?

    thanks

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danno55

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