Salvo776's Forum Posts

  • Ohh I see! That was it I was able to repo. Thanks for the explanation! That was the case. I can be such a perfectionist that even when something is still working—but looks funky and don't understand what's happening—I still wish to understand whats going on haha

  • Of course, it definitely has something to do with my code, I just tested a more bare bones version in a new test project and this outcome I described above did not happen. Below is an example of me using a key word `#comm` that will output COMMON with a teal color I attributed to in a dictionary `Common,139e87`. Once again everything works as intended, but for some reason my console is logging `test` three times instead of once which would make the most sense, as `1` and `2` I logged earlier do not repeat at all..

    I made sure nothing else is calling this function when I run the game. This is the only place the function is called (not to mention this would have generated additional `1`'s and `3`'s if that was the case. And the length of the text passed is 5 chrs, there is no other text being passed so the function above is skipped of course (I confirmed this by disabling it too, doesn't solve it)

  • Hellu. When I do this:

    Print 1

    Print Functions.Underline("2")

    Print 3

    I get:

    1

    2

    3

    But when I include an additional Print action within the return function itself—like Print test—it prints test `3` times..

    1

    2

    test

    test

    test

    3

    I'm not sure if this is intended behavior or by design based on the tick system, but I suspect something may be up. Really what I wish for is to understand why this happens—as just to be clear the function does work, I just need to refrain from using return functions for anything with permanence and instead just use them to return a value. I'm using the latest stable release.

    Tagged:

  • Thanks for your help Ashley, I located the issue yesterday- it was a simple config change in the Cordova export! I had to change the default <access origin="blob:*" /> to <access origin="*" />

  • I just ran a test build using the URL component for the iframe and still had the same result. Again this works on preview, but not after exporting to a native IOS testflight app (nothing appears where the iframe should be)

    I am using C3 run time, no unofficial plugins, exporting through xcode, latest stable release

  • Thanks for the prompt reply :) The issue is that I want to make certain API calls using JS (browser plugin) however I'm not sure how to do that, say for example have the code below work without adding the necessary scripts within the frame

    	"document.getElementById(""c3-video"").contentWindow.player.playVideo();"
    

    I'm having the same issues exporting to xcode. Its been one of those issues for me thats been hard to pin down

  • Why does YouTube iframe not work on export? When I load a string of HTML content

    	<html>
    		<body>
    <iframe class="ytplayer" id="c3-video" 
     width="112" height="63"
     src="https://www.youtube.com/embed/HOWrYyslSYU?controls=0&disablekb=1&enablejsapi=1&fs=0&modestbranding=1&playsinline=1&start=10&color=white&iv_load_policy=3"
     frameborder="0" allow="autoplay; encrypted-media; allowsInlineMediaPlayback"
     style="border: solid 2px #37474F"
    </iframe>
    		</body>
    	</html>
    

    in the iframe (in this case the YouTube embedded player) it works in preview and HTML5 export. However, when I export using the xcode corvdova option, and after compiling the .ipa the player doesn't show up anymore nor loads at all. I'm using "playsinline=1" in my URL string which I read online it was necessary for non-fullscreen YouTube videos to work. Still no luck though.

    Also, in the error log on xcode I do see a lot of 'UIWebView deprecated' tags, maybe that has something to do with it? On YouTubes API website it talks about allowsInlineMediaPlayback must be set to true which I did set you YES in xcode I believe

    This talks about the youtube player using UIWebView - WKWebView. Honestly, I'm a bit confused what C3 is exporting for xcode though, I'm not the greatest coder

    Perhaps I need to include this? But I wouldn't know where to put it. This and This are equally helpful, to some extent, at this point I'm just trying a whole bunch of methods

    Ref: construct.net/en/forum/construct-2/how-do-i-18/avoid-auto-fullscreen-video-105189

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  • I would also like to see these additions to the cocoon plugin.

    fredriksthlm Have you already launched your game?

    Does the 'submit score' feature work for you? On either the cranberry plugin or cocoon?

  • I am also having similar issues with the Google Play service using Cordova & Cocoon.io.

  • rexrainbow

    Yes I did. The game was set up to read data from only one array. So, I suppose a workaround to this error would be to fill up each CSV file with equal elements, even though some of them may be filled with just zeros.

  • rexrainbow

    I wanted to say thank you so much for all your awesome plugins and behaviors you created for CS2! They have saved my life.

    In terms of the CSV for arrays plugin you created, i believe to have discovered a bug in which certain elements are not getting read into the CS2 array properly.

    I found, that if you have multiple .csv files that are being phased into a CS2 array into different z locations using your plugin, some data is shaved off based on the smallest excel doc (not all my excel .csv docs contain the same number of x values)

    What would you suggest i do to insure all the data is correcting inputted into the array from the various excel docs.

    Example of my problem:

    doc1.csv (10 x elements)

    doc2.csv (4 x elements)

    doc3.csv (20 x elements)

    When phased into the array, only 4 elements of doc1.csv are retained. The full amount (20) elements are in fact retained from the last document.

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  • Wow, big spike, i see it as well. Is there an explanation for this? I'm experiencing a similar problem myself. Ashley

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