Rable's Recent Forum Activity

  • Thanks a lot !

  • Hi everyone,

    Everything is in the title. Is there any way to replace the black bars of letterbox scale by anything else? I'd like to avoid using another "fullscreen in browser" method if possible. So no scale inner, outer or such stuff.

    Thanks!

  • Hi everyone,

    Everything is in the title, I need to export my game as Android APK, but it looks like the platform doesn't support Cordova. Is there any workaround?

    -Cocoon.js

    -Anything in the same style?

    -Any possibility to import the code (HTML5 code for example) into another game engine in order to export it?

    Thanks !

  • Hi everyone,

    I'm currently beta testing my C2 game Healear's Quest on Android and iOS. Testers have no problem at all on Android, but everyone has crashes on iOS. The game simply resets during a combat.

    I suppose this should be a RAM problem. What's weird is that my current Android phone has only 1.5 Gb RAM and never crashes the game, while the iPhone 7 has 2 Gb, the iPhone X has 3 Gb and users are complaining about crashes.

    It's exactly the same code built in C2 then using C3's export manager and Xcode.

    Any idea of what could be the problem or any solution?

    Thanks!

  • Following up, I've been able to create a signed APK.

    I did a few tests and it seems like the ID, Author, website, etc of the C2 project was somehow causing the problem, even though everything was filled. I've modified some of the fields and now it works. :)

  • Hi everyone,

    All is in the title. I followed this tutorial ( construct.net/en/tutorials/building-a-signed-apk-for-android-in-construct-3-28 ) to create a signed APK, but I just get an "Build Failed / error" message from the export manager.

    I don't see where I could have done something wrong. The only unclear point to me is that the Key Name should be what I've put in "Alias" when creating the keystore.jks file, right? If so, I believe everything should be correct.

    Any idea of what could be the problem?

  • 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! :)

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  • 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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Rable

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