Ashley's Forum Posts

  • I don't believe there were any such issues with Instant Games. Do you have a link to the thread you are talking about?

  • Most of the time, when I check an issue based on a brief comment or forum post, it works fine. It's because there is usually some specific circumstances or details that cause the issue but were omitted. Unfortunately this means most such "just mentioning" reports of issues are useless. Repeatedly checking dozens of things every day which all work ends up wasting lots of time, and time is by far our most limited resource. This is why we ask for bug reports to be filed. We also have carefully crafted bug report guidelines written up to help people file useful reports.

  • Those are the two I tried, and they both worked fine for me.

  • I unlocked the thread again so discussion can continue. However I have to point out that nothing can be done until an issue is filed following all the guidelines - we need that information to be able to investigate, which is why it is required. I've also noticed in the past a tendency for such forum threads to be counter-productive as passers-by come in and throw in some other issue that may well be unrelated, which only serves to confuse the issue and make it even harder to help or find a solution to the problem. It's important to keep information clear and on-topic to be able to solve problems, which is another reason our bug report guidelines say to only describe one issue per report. Otherwise it ends up with different issues each with their complications and circumstances being mashed together, confusing the circumstances of one issue for another, when issues are often already complicated and difficult enough to begin with. So while the forum thread is unlocked, I would warn you that continuing vague discussions about bugs on the forum may well make it worse, not better.

  • I've taken a quick look and I'm afraid I don't think it's feasible to recover any of them, at first investigation.

    The problem is the project is set to use the C3 runtime, but it still uses a lot of the third-party LiteTween addon. I tested with the version available here. This addon is only available in the C2 runtime.

    It should be impossible to set this up, because Construct will stop you switching the runtime if the project uses any C2-only features, including third-party addons.

    Not only does the project use the LiteTween addon, it also uses several C3 runtime specific features, such as the new built-in Tween behavior, and the new built-in functions, both of which are not available in the C2 runtime.

    So all three projects use a significant number of features only available in either the C2 runtime or the C3 runtime, so it's not possible to set a runtime where it works. For example I tried modifying the project file to use the C2 runtime again, but then it fails to load due to the use of C3 runtime features. It appears in both cases there are lots of these features used all through the project, so it doesn't seem feasible to remove them all in a reasonable amount of time.

    As I said Construct should prevent you using features or switching runtime where there is any incompatibility. My best guess is either the project files were edited manually outside of Construct, corrupting them, or there are different versions of the third-party LiteTween plugin around, and you installed the wrong version (possibly an earlier version) that corrupted your project. Maybe there is a version of the LiteTween plugin around that supports the C3 runtime - if so that may fix the problem. Unfortunately third-party plugins are the responsibility of their respective developers, so that's out of my hands.

  • I just tried importing a couple of C2 projects in to r210, and they worked fine.

    I can take a look at what might be going on if you send me the C2 project. If you don't want to share it publicly you can email it to me at ashleyheh@scirra.com.

  • That won't always work, because JavaScript input event positions (clientX/clientY) aren't always the same as layer co-ordinates. You should use the layer cssPxToLayer method to convert clientX/clientY to layer co-ordinates before testing containsPoint.

  • Make sure that if you go to that layout just to edit something it doesn't run that layout...

    By this logic, when you switch to a layout you do want to preview, it won't run that layout either.

  • runtime.objects.Button is an object type, not an instance. Try using getFirstInstance() to get the instance of a Button, then add the click event handler to that.

  • The original post was about an issue on iOS, but you replied with an issue about Android, so the issues may well be unrelated. It's very difficult to comment from the information provided in this thread, there's just nothing to go on at all here. This is why we have guidelines for bug reports, and advise that forum posts at least provide a project.

  • If you just want to show a blank screen, you could just add a blank image as the splash image. But it seems better to have a real splash image, especially if it takes a long time for the app to load, so the user isn't just staring at a blank screen wondering if it's working.

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  • It looks like the game uses MP3 files for audio. These aren't supported on all platforms. You need to use WebM Opus audio for playback to work on all platforms. If you import WAVs to Construct, it will encode WebM Opus for you. The manual entry for the Import Audio dialog has more details.

  • Which of the three projects do you want me to try to recover?

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    It should be working. I've tried it and verified it's all working normally. I'd advise just starting over - do a fresh install following the steps in the first post in this thread.

  • You could try saving the project as a folder and then edit the .js files in that folder with other software.