ibiz's Forum Posts

  • Aekiro In version r230, your ProUi plugin causes an error that does not allow the application to load, I get a white screen.

    After removing your plugin and all the behaviors, the application started, please fix this problem, these are paid plugins I use them in commercial projects, and buying plugins I hope for quick support and troubleshooting. I also ask you to test the plugins yourself on new C3 builds and not wait for error messages, since this problem has been going on since version r229

    Error: C3.Plugins.aekiro_proui = class aekiro_prouiSingleGlobalPlugin extends C3.SDKPluginBase

    Uncaught TypeError: Cannot read property 'Plugins' of undefined

    at e6f33078-fa72-4710-a0c8-5b33702dd348:11595

    e6f33078-fa72-4710-a0c8-5b33702dd348:2322 Uncaught (in promise) TypeError: self.C3_GetObjectRefTable is not a function

    at C3Runtime._LoadDataJson (e6f33078-fa72-4710-a0c8-5b33702dd348:2322)

    at C3Runtime.Init (e6f33078-fa72-4710-a0c8-5b33702dd348:2316)

    at async RuntimeInterface._InitDOM (main.js:39)

    at async RuntimeInterface._Init (main.js:27)

  • Ashleygood afternoon, how to insert an image into an iframe from a project and not by link to a third party resource?

    i added image to project files but code like this doesn't work.

    <img alt = "Mountain" src = "image1.png" style = "width: 100%; height: auto; margin-left: 0.00px; margin-top: 0.00px; transform: rotate (0.00rad) translateZ (0px ); -webkit-transform: rotate (0.00rad) translateZ (0px);

    Tagged:

  • Hi Ashley, I am developing a fairly large game for mobile and have already achieved quite good performance with a large number of objects. But still, when testing via Remote Preview in the Chrome browser on mobile, I get a smoother game without jerks than when exporting to apk and installing on mobile. The CPU and FPS score is about the same in both cases, but when running from the apk, I get more jerks. What can this be related to? I noticed that my Samsung phone doesn't detect the exported apk as a game app, can this affect performance?

    Tagged:

  • Welcome you have heard about the new Google Play rules. We will be able to match this with construct 3?

    https://android-developers.googleblog.com/2020/06/new-features-to-acquire-and-retain-subscribers.html

    Tagged:

  • Thank you for the good news. Looking forward to it!

  • ibiz

    Hi,

    > sometimes when you click on the button, the sound and animation of the click is played, but the action does not occur

    Can you share a screenshot of your code ?

    > Are you planning to add animations down buttons

    I think there's already a down animation

    mundogame

    I'm flattered thank you :p

    Here is a screenshot, I seem to have figured out this happens when you slide the button, that is, the onclick condition is triggered only if the x, y touches when the button is released are above the button. You need to add a time frame between simple Tap and Hold. For example, if the touch is less than 100ms, then onclick is triggered, regardless of whether there is a collision between touch x,y and the button at the time of release.

    I mean scale down animation like scale Quadratic only in the opposite direction (reducing the button at the time of pressing)

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  • Good afternoon, advanced export ends up with an error when using your Behavior. There is also a problem, sometimes when you click on the button, the sound and animation of the click is played, but the action does not occur. Are you planning to add animations down buttons, this is the most common animation for buttons in mobile games, and you do not have it.

  • I also recently have this problem, when viewed remotely on the phone loads at 47% and then writes host disconnect

  • Good afternoon, help me figure out the problem.

    Error: Checking Java JDK and Android SDK versions

    ANDROID_SDK_ROOT=~~/androidSDK (recommended setting)

    ANDROID_HOME=~~/androidSDK (DEPRECATED)

    Using Android SDK: ~~/androidSDK

    :wrapper

    BUILD SUCCESSFUL in 0s

    1 actionable task: 1 executed

    Subproject Path: CordovaLib

    Subproject Path: app

    FAILURE: Build failed with an exception.

    * What went wrong:

    Could not determine the dependencies of task ':app:lintVitalRelease'.

    This project uses AndroidX dependencies, but the 'android.useAndroidX' property is not enabled. Set this property to true in the gradle.properties file and retry.

    The following AndroidX dependencies are detected: androidx.versionedparcelable:versionedparcelable:1.0.0, androidx.fragment:fragment:1.0.0, androidx.slidingpanelayout:slidingpanelayout:1.0.0, androidx.core:core:1.0.0, androidx.customview:customview:1.0.0, androidx.swiperefreshlayout:swiperefreshlayout:1.0.0, androidx.interpolator:interpolator:1.0.0, androidx.loader:loader:1.0.0, androidx.drawerlayout:drawerlayout:1.0.0, androidx.viewpager:viewpager:1.0.0, androidx.collection:collection:1.0.0, androidx.localbroadcastmanager:localbroadcastmanager:1.0.0, androidx.lifecycle:lifecycle-common:2.0.0, androidx.arch.core:core-common:2.0.0, androidx.annotation:annotation:1.0.0, androidx.legacy:legacy-support-core-ui:1.0.0, androidx.lifecycle:lifecycle-livedata:2.0.0, androidx.lifecycle:lifecycle-viewmodel:2.0.0, androidx.lifecycle:lifecycle-livedata-core:2.0.0, androidx.arch.core:core-runtime:2.0.0, androidx.legacy:legacy-support-core-utils:1.0.0, androidx.documentfile:documentfile:1.0.0, androidx.cursoradapter:cursoradapter:1.0.0, androidx.lifecycle:lifecycle-runtime:2.0.0, androidx.coordinatorlayout:coordinatorlayout:1.0.0, androidx.asynclayoutinflater:asynclayoutinflater:1.0.0, androidx.print:print:1.0.0

    * Try:

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

    * Get more help at https:/~~/help.gradle.org

    BUILD FAILED in 1s

    Command failed with exit code 1: ~~/gradlew cdvBuildRelease -b ~~/build.gradle

    Tagged:

  • I am very interested in whether set angle will be added to the canvas plugin, my projects depend on it... Ashley You plan to add this in the future.

  • good afternoon, I installed your game it is great. I have one question for you: after installing on my samsung, your game immediately moved to the game launcher and samsung identified it as a game. When I install my games samsung doesn't define them as games. Tell me what settings in the project you install so that android determines that this is a game and not an app?

  • Good day, in versions r201, r202 I can't sign the apk file. The password and key name are correct. Also, remote preview on mobile phones does not work in versions r201 and r202.

    Here is the error message log:

    Error: Failed to load signer "signer #1"

    java.io.IOException: Failed to obtain key with alias "*****" from tmp/********-****-****-***-*******. Wrong password?

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:690)

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCerts(ApkSignerTool.java:555)

    at com.android.apksigner.ApkSignerTool$SignerParams.access$200(ApkSignerTool.java:509)

    at com.android.apksigner.ApkSignerTool.sign(ApkSignerTool.java:215)

    at com.android.apksigner.ApkSignerTool.main(ApkSignerTool.java:89)

    Caused by: java.security.UnrecoverableKeyException: Cannot recover key

    at sun.security.provider.KeyProtector.recover(KeyProtector.java:315)

    at sun.security.provider.JavaKeyStore.engineGetKey(JavaKeyStore.java:143)

    at sun.security.provider.JavaKeyStore$JKS.engineGetKey(JavaKeyStore.java:57)

    at sun.security.provider.KeyStoreDelegator.engineGetKey(KeyStoreDelegator.java:96)

    at sun.security.provider.JavaKeyStore$DualFormatJKS.engineGetKey(JavaKeyStore.java:71)

    at java.security.KeyStore.getKey(KeyStore.java:1023)

    at com.android.apksigner.ApkSignerTool$SignerParams.loadPrivateKeyAndCertsFromKeyStore(ApkSignerTool.java:663)

    ... 4 more

  • There are probably a wide range of possible algorithms and approaches to this, and individual games can often pick approaches that are specialised to their specific use case. In Construct we have to make features general-purpose enough to apply to lots of games, and as we have limited resources we can't afford to implement one feature multiple ways so you can choose. So we aim to do a reasonably good general-purpose feature that ought to work well for a decent range of games. If you push it really hard though with extreme cases like this one, it might not work so well, but that's the trade-off we make.

    I have been studying Construct since 2017, and I constantly meet a request to add a lighting plugin on the forums. At the moment, the ShadowLight and ShadowCaster plugins only work well in your demo projects, but when it comes to implementing in real games, construct users face a huge performance problem, especially on mobile devices.

    Yes, you have made a huge leap in Construct 3, I understand that you have a small team, but you need to listen to the users of construct. This is my personal opinion.

  • > To optimize, we need to remove the shadow calculation for objects that are in the shadow.

    It's possible that will actually be slower, since it is potentially a lot of extra work to do raycasting and intersection-with-visibility tests, compared to ignoring that and just processing all the objects.

    I don't know much about programming but I've seen a lot of games on android with dynamic shadows and it was very fast and without a lot of load on the device (Yes it was done on other engines). Or is it a problem with HTML5 games and you should not expect improvements in this direction in Construct 3 in the future?

  • good afternoon. how do I get plugin convas to set the angle I need? The actions of this plugin do not include set angle. I managed to get the canvas angle set via pin behavior to the sprite, but it doesn't work correctly.

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