gizmodude4's Recent Forum Activity

  • Problem Description

    I tried upgrading to the r180 beta and got this message when I tried to open a project I've had in r178: "The project you are opening uses a newer version of Text box 1.1 (installed plugin is version" After I press okay to load it anyway, I got a "Cannot find condition by ID" error, so it won't open. I tried downgrading to r178, but the error is still here. I have the advanced textbox plugin installed, so I'm not sure if that's a culprit or not. Any ideas? My project is currently in .caproj form.

    Attach a Capx

    I can't upload a Capx because I can't open my project

    Description of Capx

    It's a drawing game that utilizes textboxes for user input

    Steps to Reproduce Bug

    Not quite sure, but probably something like this?

    • Install advanced textbox plugin on r178 and create a project using the On Focus Gained condition
    • Upgrade to r180

    Observed Result

    Will not open due to downgraded Textbox plugin

    Expected Result

    The project opens

    Affected Browsers

    N/A

    Operating System and Service Pack

    Windows 7 64 bit

    Construct 2 Version ID

    r178/r180

  • I know it's kind of a no no to post a question without a capx, but my game is pretty huge and requires an account to test out, so before I start stripping out web services (which may the problem?) I figured I'd just ask first.

    I'm encountering a very strange bug on iOS using Phonegap with my game on r178. I'm using Touch for everything and have gotten to the point where I've put the Touch.X and Touch.Y on most screens just to validate that I'm doing everything correctly. Occasionally, the X and Y variables stop updating completely. I can keep touching buttons/sprites in my game just fine, but I need the X/Y coordinates to for drawing on the Canvas (the core game mechanic).

    The updating stops occasionally and only when transitioning from one layout to another. Between these layout transitions, I took out any actions doing anything with third party plugins and am just setting a few variables and starting/stopping audio. Once the next layout loads, I have an AJAX call to pull some data along with an appropriate On Ajax Complete action. I have no On Ajax Failed conditions.

    Has anyone experienced this or anything like this? If I can get some guidance on what may make the Touch feature not update its X and Y, I can do some digging in the Javascript and see if I can come up with an explanation. If a capx is needed, let me know and I'll throw something together, but it won't be recreating what I currently have. Thanks!

  • Another fun update:

    I removed all the textboxes, Facebook plugin, and Phonegap plugins from my game to export with CocooonJS. After loading it on the phone, I'm seeing it's still taking up 64 MB. Yikes. Though there's definitely something up with Cordova, I'm going to be looking at reducing the memory usage in my game as much as possible. I think my music may be too big. It's also being stored in two different file formats, so that's not helping, I'm sure.

  • Even uncompressed, all of the images in my images folder only take up a little over 5MB

  • Another fun bit of information I just found out:

    When I load the app up on the iPhone 4 simulator, after load up, it's taken up a whopping 331MB. Something is definitely going wrong here.

  • I'm reducing the size of my images (they're pixelated anyway, so I don't know why I decided to import them at such a high resolution).

    Is a physics engine required? I don't think I actually need one. I'm doing a drawing game, so all the input is touch based and there's no collisions or anything like that. I just didn't know if it was being utilized to do some critical tasks or if I could safely take it out of my index.html

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  • Hi all,

    I'm testing out my game on iOS 6.1.3 with an iPod Touch Gen 4 and it's crashing before it's fully loaded. If I try using a simulator for an iPhone 4, everything loads fine. I'm using Cordova version 0.21.7

    After looking at the memory allocation tool, my "Live Bytes" total is 2-3 MB and my "Overall Bytes" is almost 30 MB. Interestingly enough, if I go to the Activity Monitor, it shows my "Real Memory Usage" as 120.74MB and my Virtual Memory usage at 193.24MB. Keep in mind, this is all before loading fully. Altogether, my project is 25MB, so I'm really confused as to why I'm allocating so much other memory. Also the Leaks profile tool doesn't show my anything.

    Anyway, does anyone have any experience with this? I'm not even sure if I'm asking the right people now since I haven't anyone else have this issue. Is it with Cordova? Any help or direction would be great. Thanks!

  • I've been looking for a push notification solution for PhoneGap and came across the one from It's a great plugin that works well, but it's integrated with PushWoosh and since they close off their remote API to non-paying customers, I decided to make a solution of my own.

    This plugin implements PhoneGap's PushPlugin code to retrieve device tokens. There are only two actions -- register and unregister. Register will register your device using whatever service is appropriate for your operating system and unregister will unregister you. Registering will return a device token which you can access though the DeviceToken object. There are five triggers -- an OnSuccess and OnFailure for both registering and unregistering as well as OnDeviceTokenUpdated, which will trigger when a device token is received.

    This plugin works with PhonegapCLI at the very least. Not sure about anything else. Here are some instructions about how to integrate the plugin to your project:

    https://github.com/phonegap-build/PushP ... stallation

    Since PushWoosh/UrbanAirship takes care of all the backend stuff like interfacing with the push notification services from Apple and Google, with this plugin, you'll have to find a server side solution that works given a device token. Personally, I wrote some PHP which sends the notifications when I need them to.

    This code has been tested and confirmed working on Android and iOS

  • Phonegap=100%SUCK

    Is this support Corsswalk?

    If not

    may you please add Crosswalk(IntelXDK build) support?

    Thankyou!!!

    I haven't ever done Crosswalk (don't even have it installed) but maybe in the future.

    In other good news, I just validated that it works to get the device token of iOS devices! Hooray! I'm going to push this to the completed add-ons board

  • Really? Where did you see that? I can disable it temporarily until the native browsers in Android/iOS are updated to support webGL and the OSs are proliferated if that's the case

  • I've been looking for a push notification solution for PhoneGap and came across the one from It's a great plugin that works well, but it's integrated with PushWoosh and since they close off their remote API to non-paying customers, I decided to make a solution of my own.

    This plugin implements PhoneGap's PushPlugin code to retrieve device tokens. There are only two actions -- register and unregister. Register will register your device using whatever service is appropriate for your operating system and unregister will unregister you. Registering will return a device token which you can access though the DeviceToken object. There are five triggers -- an OnSuccess and OnFailure for both registering and unregistering as well as OnDeviceTokenUpdated, which will trigger when a device token is received.

    This plugin works with PhonegapCLI at the very least. Not sure about anything else. Here are some instructions about how to integrate the plugin to your project:

    Manual Installation

    Automatic Installation

    Since PushWoosh takes care of all the backend stuff like interfacing with the push notification services from Apple and Google, with this plugin, you'll have to find a server side solution that works given a device token.

    This code has been tested and confirmed working on Android systems, but I don't have the hardware to test it on iOS yet, which is why I'm posting it here. Can anyone help me confirm that the device token is being received and can be read?

  • Thanks Sebastian. I don't have a piece of hardware that can use iOS8, but hopefully I'll get my hands on one eventually.

    Thanks for the suggestion LittleStain, but that demo also runs kinda slowly on my phone. It also doesn't have the ability to change colors, so I couldn't use it without WebGL anyway. And I know about the alternative to textboxes, but they're all rather clunky. If the next OS update doesn't have a big impact on how it performs, I'll try it out and see what I can do

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gizmodude4

Member since 12 Jul, 2014

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