GeorgeZaharia's Recent Forum Activity

  • Problem Description

    When i added browser plugin to project, just add it ,ios devices cant load the project anymore. all i see is a black screen, not even the loading screen.

    this only affects html5 exported projects i didn't tested on mobile compiled versions. (intelxdk/phonegap)

    im using ipad4

    Edited: on R239 this doesn't happen.

    Attach a Capx

    ____ Capx ____

    hosted capx in html5 version

    Description of Capx

    only has the browser plugin added to project, and a text on layout 1 saying browser plugin added.

    Steps to Reproduce Bug

    • Step 1 - open any project/template
    • Step 2 - add browser plugin
    • Step 3 - export the project to html5
    • Step 4 - host the project somwhere on internet where is playable from any devices/scirra arcade/personal website
    • Step 5 - play the game using your ios devices/ipad4
    • Step 6 - you should see a blank/black screen.

    Observed Result

    black screen

    Expected Result

    load normally as on desktop or android

    Affected Browsers

    • Chrome: ( Probably)
    • FireFox: ( Probably)
    • Internet Explorer: ( Probably)
    • Safari: ( Yes)

    Operating System and Service Pack

    ipad4/ ios 9.3.3 (13G34)

    Construct 2 Version ID

    r 240

  • it might be regarding the browser plugin, try remove it and install again. il submit my bug report today regarding browser plugin

    edit: here is the browser bug that affects ios mobiles

  • here is another message :

    Javascript error!

    SyntaxError: identifier starts immediately after numeric literal

    http://localhost:50000/preview.js, line 1 (col 0)

    different message, noway to run preview of the project. I did'nt made any change since 2 weeks ago, when all my project was running with no problem on preview

    i dont think is a C2 related bug, more of a plugin/behavior bug, either u installed or modified a plugin or behavior either u have something incomplete in behaviors and plugins.

    also, the localhost:5000/preview.js only applies to you not for everybody, or atleast ur version of preview.js is in ur computer on localhost:5000 while on my computer the localhost:5000/preview.js shows my preview.js not yours.

  • i love you OP you solved my headache and still works perfect in r240 here newt sorry for summon u in that old 2012 post.

  • Its was just:

    family, for each ordered by y ascending, send to front

    is that still working?

    sorry for reviving this post... but my r240 doesnt work like that anymore for me atleast.

  • Edited: No Problem

  • , zenox98 thank you guys! is this Scirra's real site? ---> https://www.construct3.com/

    yes

  • Happy Birthday To the scirra members that are celebrating their Birthday today 12-12-2016 (based on the Forum Dates)

  • yea you can destroy the green pieces if they are not overlapping the grid tilebackground or are spawned outside that way u cant click them therefor u wont be able to move outside.

    here you go i modified the capx a bit. remember to keep the sizes of the grid relatively to 36 pixels or something like that. the grid is based on visual placement.

    but u can do it using arrays or other stuff. but this method i find it most simple then most.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Yesterday i worked on debug various things and maybe i found the problem, or one of the problems.

    When you clone a mesh using events you only clone the mesh in the 3D scene not the NewMesh.object

    ................

    if not we can't manage this mesh using events because C2 not have idea this one exists, only exists in the Babylon scene render.

    Or maybe i'm wrong?

    not really, you clone both just when they are cloned they are not linked as 1 object. that is why the visual object clone is not reacting. unless u set the name in the properties. which you cant since the function "set name" cant be called by event expression.

    but im waiting for the version 0.6(because atm its a to big hustle to clone 1000 items and move them around, and i dont want to visual place 1000 objects in the editor and rename each of them and then add extra variables to each of them by hand), but maybe things will work as we where thinking. and maybe Babylon3d will also get to keep its current behaviors and effects.

    In response to the 2nd worry u had, i dont think that is a issue, C2 not being able to know if the object exists... as a example Q3D does exactly what we are talking about 3d objects that are cloned dont use mesh arrays, they act like the normal C2 sprites there is no need for extra names or id's.

    And if ur thinking well is different... i dont think Three.js is to big of a difference from Babylon.js both use a variety of libraries inside and the one that renders the 3d object is the same. so it should be possible for Babylon also to be able to replicate the Sprite object recognition. unless X3M made a core build that object picking is to hard at this point in development to change, unless he re-codes everything. which wold be a big delay and extra work.

    As i seen in the common.js and runtime... the newmesh is picked mainly by the mesh.name and if a same name object exists then the new one doesn't get pick if i remember correctly there is a comment in runtime where it says "no need to duplicate", but might not be related.

  • You do not have permission to view this post

  • LoneVox

    I updated this capx, just changes parameter "waveform" to "ff" to enable fft analyze.

    API of Analyser is here

    well ... lol and i was thinking that isnt possible... this is great rex solved all my old requests ha .. thanks for this

    Rex? is the smoothing automatically added or we can change it as we wish? by adding another "smoothing" under the fft size?

GeorgeZaharia's avatar

GeorgeZaharia

Member since 30 Jun, 2014

Twitter
GeorgeZaharia has 35 followers

Trophy Case

  • 10-Year Club
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x9
    Popular Game One of your games has over 1,000 players
  • x21
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • RTFM Read the fabulous manual
  • Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

21/44
How to earn trophies

Blogs

  • Construct For Dummies - Simple Tutorial Collection

    I scour the Construct forums for users tutorial requests, and create small quick and simple tutorials using Construct's defaults features so anyone can use and apply them.

  • My Dev Logs

    Thinking on games 24/7 is fun and waste of time and unproductive if we don't bring those game ideas to life. In this blog im bringing my game ideas to life and log their development process.