derikvlog's Recent Forum Activity

  • Hi there,

    New version 1.2.2

    Now all the code and documentation is hosted on github

    You can download it here:

    JSON v .2.2 (2018-02-08)

    • ChangeLog

      v1.2.2 - 2018-02-08

      • Fix: Properly handle deprecated expressions
      • Fix: A debug function was being removed on export but still being called

      v1.2.1 - 2017-08-27

      • Fix: renamed the deprecated Length Expression to Size by mistake, which broke some old capx

      v1.2 - 2016-06-05

      • New Shared Reference system
      • Push and Pop Path Node into CurrentPath
      • Fix: Delete on array was setting the item to undefined without removing it, so Length and Size wasn't displaying the proper value
      • Fix: Delete and Clear in general (I was doing something stoopid)

      v1.1 - 2014-04-17

      • implement save/load/debugger
      • ToJson deprecated and replaced by AsJson for overall coherence
      • change the brackets syntax for a less confusing one (I hope)
      > before: root["Wizard","stats","hp"]
      after: root@"Wizard","stats","hp"
      

      • change Length for Size and handle object/array return -1 for anything else
      • isEmpty condition and Clear action for array and object
      • add a CurrentValue property
      • in foreach loop reset the current path to the path given at the begining on each iteration, this way we can mess with this current path to our heart content within the loop
      • more reliable logData
    • Archive

    Hello, I need this plugin for C3. Do you have any for sale?

  • The problem is with C2 version higher than r250.

    These errors are giving if I use r259.

    I'm not sure, but there are changes in c2runtime.js or data.js, which is causing these errors.

    Then use:

    Construct 2 r250

    And it's working perfectly so far.

  • Thank you for the reply at last! The only difference I did was check in an unsigned APK. You think that is the culprit?

    I always sign my games with apk-signer1.8.5.

  • I tested it on an LG G2(Snapdragon 800 Qualcomm MSM8974, 2.3 GHz Quad Core, Adreno 330, 2GB RAM) and it's like WebGL 60fps, I think it's problem with Zenphone 5 x86 (when I use C2 games with Coccon's Canvas + appears WebGL).

    I think it's really a processor problem.

    Thank you.

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  • You need a plugin to do this. At that moment I did not see any.

  • I got in touch and received this response:

    Hi Derik,

    There are no current plans for doing something similar to Nintendo Web Framework for the Switch. We do however support Unity, MonoGame and Unreal.

    Thanks,

    SDSG

    Other developers are saying that it is because of HTML5, open loopholes for homebrews.

    They are only accepting games made by companies (the name Indie is only in the word).

    I hope they make a browser safe as fast as possible. While there is no HTML5 games.

  • On the PC this WebGL, but when I export to Android is working as Canvas2d.

    Image:

    https://docs.google.com/uc?id=1jmRxN4GdrIxB1C9oE49hEuFeCx1Fcpn6

    Device:

    Asus Zenphone 5

    Android 5.1

    Test yourself

    APK: https://goo.gl/eda4hU

    How do I work in WebGL?

  • Phonegap has greater compatibility, causes less error, less lag. But the 2 are good, test your games on both, and then test again on other devices.

    See the differences.

  • I can not generate the APK. It only works when I remove the plugin:

    <plugin name = "cordova-plugin-crosswalk-webview" />

    But the game gets extremely slow.

    I use r259

    ** Works with iOS

    Until last month it was working normally.

    -------------------------------------------------------------------

    FAILED

    FAILURE: Build failed with an exception.

    * What went wrong:

    Execution failed for task ':processArmv7DebugResources'.

    com.android.ide.common.process.ProcessException: Failed to execute aapt

    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output.

    BUILD FAILED

    Total time: 13.674 secs

    Command finished with error code 1: /project/gradlew cdvBuildDebug,-b,/project/build.gradle,-Dorg.gradle.daemon=true,-Dorg.gradle.jvmargs=-Xmx2048m,-Pandroid.useDeprecatedNdk=true

    Error: /project/gradlew: Command failed with exit code 1 Error output:

    Note: Some input files use or override a deprecated API.

    Note: Recompile with -Xlint:deprecation for details.

    Note: Some input files use or override a deprecated API.

    Note: Recompile with -Xlint:deprecation for details.

    /project/build/intermediates/manifests/full/armv7/debug/AndroidManifest.xml:25: AAPT: No resource identifier found for attribute 'appComponentFactory' in package 'android'

    /project/build/intermediates/manifests/full/armv7/debug/AndroidManifest.xml:25: error: No resource identifier found for attribute 'appComponentFactory' in package 'android'

  • Ok, this is a really desperate plea for help. Could someone guide me around this issue? It's become a big blocker on the verge of a game release. HELP!

    I opened a C2 project, and it did not make a mistake.

    I did the following:

    Open the C2 project in C3

    • Save the project in the Cloud.
    • Export to Android (as unsigned apk)
    • I downloaded the APK and signed it (I use apk-signer1.8.5).
    • Test
  • See where it says canvas2d?

    It shouldn't do that.

    Provide something to debug if you want more useful replies.

    Hello, I did not make any changes to the factory settings.

    On my PC is showing WEBLG, but on Android Canvas2D

    How do I change this?

  • I've used Construct since 2014, I got C3 thinking it was really fast.

    I made a prototype of a platform game, which has only the character and controls on screen.

    Image:

    https://docs.google.com/uc?id=1jmRxN4GdrIxB1C9oE49hEuFeCx1Fcpn6

    Device:

    Asus Zenphone 5

    Android 5.1

    Test yourself

    APK:https://goo.gl/eda4hU

    Creating portable games only for powerful end devices is completely unfeasible.

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derikvlog

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