Rable's Forum Posts

  • Hey everyone,

    I'm trying to make an iOS version of my game made with C2. I export with Cordova in C2, then use the C3 export manager to create an iOS version.

    When I open the xcworkspace in Xcode on a MAC (as adviced here: construct.net/en/tutorials/ios-application-development-and-publishing-with-xcode-25 ), I can preview the game. However, the game will need to be built by my distributor, and when trying to preview the game in Xcode, they get the following error:

    « command compileassetcatalog failed with a nonzero exit code »

    I did a quick research on the web to try to find the problem, but there seem to be quite a lot of different things that may cause the issue. ( stackoverflow.com/questions/46690619/build-fails-with-command-failed-with-a-nonzero-exit-code )

    I don't know what to tell them as I can't reproduce the error, and I don't have access to the computer they use. Any idea of how to fix that?

    Thanks!

  • I went farther into the export process, and I'm afraid the process of adding an image as a project file and loading it before the first layout doesn't seem to work on iOS.

    At least when exported to Xcode, the simulator will not start the game, while just removing the image and the little code makes it work perfectly.

    Any idea how I could make it work on iOS Elliott ? (or someone else)

    To be perfectly clear, I'm not using exactly the code you gave me, I'm just loading an image that I added to the project files in C2 (only the path is different so that no internet connection is required, the rest of the code is the same). It works fine on Android and HTML5, but the iOS simulator give me the following error: "Failed to load image: [object Object]"

    Then the (HTML5 default) loading bar freezes close to the beginning and the loader layout never starts.

    Thanks for your help !

    [EDIT] Maybe iOS doesn't like .gif files ... ?

  • To keep you updated, I've been able to have everything work just right. I also managed to add the loading animation in the project files and call it from there so there is no need for an internet connection.

    Thanks a lot for your help!

    I added "Elliott" in the special thanks at the end of Healer's Quest (upcoming mobile version) credits.

    Please tell me if you want to be creditted under a different or more complete name. ;)

  • Thanks for information lucid , it's now much more clear what to expect or not and when to expect it.

    I guess as chadorireborn said we'll just have to do without SCML for the time being and implement it back when Spriter 2 will be released.

    I wish you best of luck with Spriter 2 development and looking forward to hear more news about it.

  • It definitely helps!

    I'll just make a small little gif and upload it to my server and everything will be perfect!

    Thank you so much! :)

  • Oh sorry Elliott, it's actually working!

    As stupid as it sounds when I exported the game, it created an new icon of the game on my phone while the old one was still at the previous place. I simply launched the wrong version of the game as I though it would be updated, as it always happens.

    Can this little picture be customized ? It's very pixelated in its current state.

    In the meantime, the problem is solved as at least something appears on the screen!

    Thanks a lot! :)

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  • I completely understand their position, but as a customer it's still hard to get through.

    As you can see below, I'm using 70-80 character maps just for my main character. There is no way to do this in sprite animations. Same goes in a more limited way for many of the enemies, all done with Spriter.

    lucid , is the timeline to have something working in C3 runtime really like 1 year?

    If so, the only option seem to remove the features I passed weeks to implement.

    Once again, I understand your position, but I'm sure you understand mine too.

  • TheRealDannyyy - Ashley has gone to great lengths to make sure that SDK users would have the same abilities as that type of collaboration would provide. This is why the current version of the plugin's import process already has more features and is more streamlined than it was in Construct 2. We will make sure BrashMonkey's official support for Construct 3 with the Spriter 2 plugin will be completely awesome, even if it means annoying Ashley with 500 more SDK feature requests. I apologize for my relative scarcity while we finish up the Spriter 2 beta. I'm doing my best to make sure the wait will be worth it.

    So if I get it correctly, we won't have a C3 runtime update of the current SCML plug-in before Spriter 2 gets out. You guys realize that I'm mostly unable to use a product I'm paying a timed subscription for because I've been waiting for this update for months...?

    Paying for Spriter 2 is really not a problem, but I'm starting to lose trust in Brashmonkey team at this point. I hope I'll change my mind very soon.

  • Thanks for the suggestion.

    I tried it and it didn't work. Here is where I pasted the code in case I misplaced it (pasted at line 17):

    <body> 
    	<div id="fb-root"></div>
    	
    	<div id="c2canvasdiv">
    		<!-- The canvas the project will render to. If you change its ID, don't forget to change the
    		ID the runtime looks for in the jQuery events above (ready() and cr_sizeCanvas()). -->
    		<canvas id="c2canvas" width="1366" height="768">
    			<!-- This text is displayed if the visitor's browser does not support HTML5.
    			You can change it, but it is a good idea to link to a description of a browser
    			and provide some links to download some popular HTML5-compatible browsers. -->
    			<h1>Your browser does not appear to support HTML5. Try upgrading your browser to the latest version. <a href="http://www.whatbrowser.org">What is a browser?</a>
    			<br/><br/><a href="http://www.microsoft.com/windows/internet-explorer/default.aspx">Microsoft Internet Explorer</a><br/>
    			<a href="http://www.mozilla.com/firefox/">Mozilla Firefox</a><br/>
    			<a href="http://www.google.com/chrome/">Google Chrome</a><br/>
    			<a href="http://www.apple.com/safari/download/">Apple Safari</a></h1>
    		</canvas>
    		<div id="canvas-loader" style="background:url('https://cdnjs.cloudflare.com/ajax/libs/semantic-ui/0.16.1/images/loader-large.gif'); height:70px; width:70px; background-repeat:no-repeat; display:block; position:absolute; left:calc(50% - 35px); top:calc(50% - 35px)"></div>
    	</div>
    	
    	<!-- Construct 2 exported games require jQuery. -->
    	<script src="jquery-2.1.1.min.js"></script>
    

    I believe everything has to be done outside of Construct, because the image has actually to be displayed before "at the start of layout".

  • Hi Elliott and thanks for your reply.

    I have no idea, I know nothing about Javascript. :D

    If you could tell me how to do it (namely, where should I put the image and where should I paste the code), it would be great, and I'll do a test to see if it works.

    Thanks a lot for the suggestion, it's greatly appreciated!

  • Hi everyone,

    I need someone for a very specific task.

    If I'm correct, Construct 2 loads the whole code of the project BEFORE the default loading screen (HTML5 default bar) that is quickly shown BEFORE the customized loading screen shows up.

    To show that, I did a simple CAPX ( drive.google.com/file/d/1tdF6ZSUOWY-8JPNaZyrvb7bgqYdYFLnT/view ) of a simple project with no images and just a lot of events which are never played. It takes a while to show up the loading screen when exported as an APK ( drive.google.com/file/d/1HgzW6djmUUiCZwzBLHJB21MNLis6UQog/view ).

    During that first initial load time, when exported to a mobile device, the screen stays black. While for small project that time is very short, for big projects it could be really long. My game, Healer's Quest, is actually 45K events, and the black screen time is actually of 15 seconds on a quite good smartphone... While Apple and Google guidelines says this time could be of maximum 2 seconds.

    When I asked Ashley about it, he suggested the following: "I think your best bet is to write a snippet of JavaScript that can float a loading image over the canvas until the game reaches 'On start of layout'."

    Reference thread: construct.net/en/forum/construct-2/how-do-i-18/how-to-reduce-the-black-screen-138455

    So basically I want to show an image I'll make specifically for that loading time instead of the black screen.

    If there could be a small rotating image to show activity is going on, it would be even better, but I can live without it.

    Can anyone write this snippet of Javascript and help me implement it into the code of my game?

    Please tell me how much you would charge for it. If you prefer to discuss it by email, my address is rablogamesmis@gmail.com

    Thanks!

  • I'm personally using C3's exporter to make APK out of C2 games, and it works great. Only did debug APK so far but it's working like a charm... And 100x easier to use than Intel XDK.

  • Thanks for the further advices. I'll keep it in mind for the next time, because I passed most of my graphical assets through tinypng, and successfully managed to reduce the APK size to 95 Mb. ;)

    So as far as my current project is concerned, it's all good. Thanks for your help!

  • Thanks for the info, so now I know what to excepct from a APK expansion files and it helps me take decisions. The C2 exporter allows to select only Android Audio, so the project only contains .ogg already, but I didn't take the Tinypng route yet for this project. That will help a lot!

  • Thanks A LOT for the clarification, Nepeo !

    It's great to know you're working on expansion APKs! Can I ask if you have any approximative timeline for the release of this feature?

    To be more precise, my app should release in something like 1 month, maybe 2 maximum. Would you suggest that I wait for the feature to be live or do I have to do the long process of reducing my (already optimized) game's size by half, which will be a very hard work? (which will in any case result in a great loss of graphical quality)

    Also, my game is exported with Cordova in C2, then I use C3's APK exporter. Is it planned to work in this case?

    Thanks again!