Ainxty's Recent Forum Activity

  • Hello,

    I made a game which launches and runs fine in HTML5. It compiles in Visual Studio, passes certification both locally and Microsoft's, but then when it's downloaded from the Windows Store, I get an unhandled exception and the app does not launch at all. Here's the relevant information including the stack trace:

    Source Line Number:<2416>, Source Column Number:<4>, and Stack Trace: ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:2416:4           loadTexture(object, boolean, boolean, number)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:20441:3           loadTextures()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:20468:4           onCreate()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:4372:3           createInstanceFromInit(object, object, boolean)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:7081:5           createInitialInstances()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:6264:4           startRunning()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3949:3           doChangeLayout(object)
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3898:4           logic()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3759:3           tick()
               ms-appx://21588pixelnoms.bustersadventure/c2runtime.js:3667:3           go_textures_done()[/code:2togcbby]
    
    I am able to download and launch it on my computer (where I also compiled the app). It's not a certificate issue, and it's not a driver issue. I have a test box sitting beside me with a clean install of Windows 8.1 and I'm unable to launch it on that box. The APPX installs just fine (as does the certificate) and runs fine. It's just the Store version that doesn't work. Any idea why? Or, is this something that Microsoft should be looking at? I brought it up here cause it seems to have a C2 stack trace.
    
    Thanks
  • Hmm, I can open it just fine in every browser across 4 devices. Can you tell me what the problem is?

  • Hey,

    I just finished a game in C2. In retrospect I should've posted it here to get free beta testing, but .. next time, next time.

    pixelnoms.com/game/buster/index.html

    Click on gear on splash screen and Erase Data if you want to clear your progress through the game.

    There's a known bug with zoning between different acts and music dropping in volume/not changing. It only happens if you zone too fast. I've tried all sorts of solutions but until we have a "fade" effect in C2, it's always gonna be ghetto workarounds like lerping or other hacky solutions.

    Let me know if you find any bugs. Thanks!

    PS. Play in Firefox / Chrome. I don't think sound works in IE despite importing WAVs and following all instructions to the dot. If someone can let me know how to fix that, that'd be splendid (they play just fine when exported to Windows 8).

    PPS. Can't export to Scirra Arcade, because it's 27mb zipped. :(

  • Insignia

    I've been able to get the back button to work in some of my games, but not others. I don't know if this is an XDK issue, because I can always get the back button to work in jquery mobile apps I write and export with the XDK.

    Of course despite all the above issues, it's still arguably the best platform to export with.

  • Just do if (touching falling sprite) +0.. since you only want to subtract one, you're already subtracting one from the background. If you want to add 1 point for touching something else, go +2 to that object. I guess just offset everything by -1.

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  • Should probably include some instructions on how to play.

  • Please reduce the size. It's a pretty significant increase. I wonder if it'd be possible to just include components you need during the build process (letting users select prior). Something similar to where you ask for permissions - maybe for permissions that aren't included don't include those packages in the build? Not sure if that's feasible..

  • All things considered, I've had a fair amount of issues with the crosswalk wrapper. Back button binding doesn't work, CPU utilization jumps (not a game logic issue, even a 10 event game burns battery), home button hard crashes the app, window button works, but when you go back to the app it can sometimes hang, and other times the sound cuts out. There are also issues with script minification (though, there issues with that in regular HTML5 export as well) and gamepad support doesn't work (using r161) on Android. At least, I haven't been able to get it to work with an Xbox360, or a PS3 controller hooked up to my N10. Obviously a limited testing environment, but still...

    I think I might hold off on deploying to the Play Store until the wrapper is a bit more stable. Don't want 1-stars because the wrapper keeps crashing :(

    Oh, also, exported app (pre-crosswalk) 18mb. Installed app on phone, 58mb - what?

  • I've successfully compiled a fairly large game (over 500 assets, 820 events) with Crosswalk and pushed it to my device without any issues. One thing I noticed is that large (2mb) audio tracks do not load right away. They appear to pre-load sort of like what you'd expect to see in a hosted game (despite them being already loaded on the device). I did move the music back to the Sound folder instead of Music as I did the same with Windows 8 and it was fine. Apparently not the case here.

    RenatoB I had this issue when I had an apostrophe in my app name. I also had this issue when I tried to compile with a version number without a period. It does not seem to necessarily have anything to do with 'Assets'.

  • TiAm: Yeah that was exactly the issue. I should go to sleep, brain not working at full capacity :<

  • Oh hey I figured it out too. I'll post my solution though for anyone that searches for this exact same issue:

    1. create a global variable (gvar) you're going to count up

    Object on created > Add 1 to gvar

    System gvar >= total number of expected objects

    -->System pick a random Object instance + Trigger Once > Object (destroy, or do whatever to it)

    In my case it looks like this:

    <img src="https://dl.dropboxusercontent.com/u/29061450/construct2/pickrandomfire.jpg" border="0" />

  • How did you get it to work? I'm trying something similar and it keeps selecting all the objects. I have...

    On created

    > System Pick a random Object instance

        > Trigger Once > Object Set Opacity to 10

    Doesn't work. I tried putting the Trigger Once everywhere, inside the parent condition any outside and all over the place to no avail.

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Ainxty

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