Mike at BrashMonkey's Recent Forum Activity

  • Hi everyone,

    I'm trying to add GameCenter support to an IOS/Android game for a client of mine and hitting an incredibly time-wasting and frustrating brick wall...

    No matter what combination of settings in the cocoonjs plug-in, cocoonjs cloud-compiler, and the game itself, once installed, the game never gets passed the cocoonjs loading screen (locks up in black screen after the loading screen)

    Has someone had any luck with this, and what version of construct2 are you using?

    Here is the error message when I run it in debug mode on IOS:

    IDTK_LOG_ERROR: [JS] Invoked in void com::ideateca::service::js::utils::JSUtilities::PrintException line 94: JavaScript Exception (Line: 22654 File: 'c2runtime.js' Tag: 'script'): TypeError: 'undefined' is not an object (evaluating 'CocoonJS["Social"]["GooglePlayGames"]["nativeExtensionObjectAvailable"]')

    If any one has GameCenter Leaderboards working on an IOS game with cocoonjs, I'd be immensely grateful if you could help me figure out what's going wrong on my end.

    thanks,

    Mike

  • So, you want players to be able to be in separate layouts?

  • This is frustrating. The manual install instruction are wrong from ludei...there is NOT a plugin/cocoonjsad folder in the zip of the latest version of their plug-in, AND the plug-in is called cocoonjs, and NOT cocoonjsad when starting a new project in C2 after the latest builds are installed (and in all C2 versions before.)

    Does this difference in names indicate the latest cocoonjs plug-in is not properly installed, or did they just rename it in their C2 demo file and forget they did, and presume its like that for everyone?

  • Thank goodness these issues are being fixed quickly. (as usually.... Your update and bug-fix speed is awesome Ashley )

    -Mike

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  • Anyone make progress with this? I need to support game center and google play services ASAP for my client..

    thanks,

    Mike

  • Thanks so much jayderyu (and everyone else).

    I should have looked at the documentation closer to see the issue with safari on IOS not playing sounds until the first touch, at least knowing this makes it easier to tell what is actually working and now working within the confines of support for the crappy browser.

    cheers,

    Mike

  • A0Nasser, I do preload the sounds. The problem is, the event Audio/ on preloads completed, does NOT work as expected, at least on the platforms/browsers I've tried.

  • Hi tumira,

    Thanks very much for the suggestions...but do you see how this feels like developing voodoo rituals in hopes it fixes the problem? If you we need to use sounds so specifically formatted and placed in only a specific folder in hopes of getting a very basic feature to work, shouldn't these requisites be carefully mentioned in the manual section for the action, AND in the chapter regarding audio in general..for example: WARNING, you must jump through hoops a, b, c, d, e, f, g etc in hopes that the on pre-loaded completed event to hopefully work...

    Because now, best case scenario, I convert, re-export and reimport all my sounds and music and cross my fingers.

    I had purposefully made sure all my sound sample were mono in an attempt to save download time/file-space, and maybe even processor time...they play fine in all browsers/runtimes etc, but now I discover it might be breaking this other critical sound-related functionality...

    -Mike

  • Hi everyone,

    I'm making a game for a client. They were slightly unhappy with the browser version of the game because sometimes the song would take a while to load and game would start without it.

    I saw the feature Audio/preloads complete and offered to my client that I could add a loading screen to the game, that would say "loading", and this loading screen would preload all sounds and the music, then disappear and go to the rest of the game once the pre-loads are finished....simple, right?

    Unfortunately, at least on IOS safari the action "preloads complete" NEVER triggers after the first time the game is run, so if someone resets, the game gets stuck in the loading screen.

    Worse still, it seems on IOS safari, the sounds all reload for every frame, so you can't preload them all in a loading screen, as they'll be GONE and need to be re-downloaded as soon as you go to the actual game screen.

    Am I missing something? Has anyone made any use of this event, and if so, how?

    Thanks,

    Mike

  • I solved the mailto issue on safari IOS!!!!!!! The trick is to make sure to use browser/go to URL and NOT browser/open in new window specifically for mailto....for opening facebook or twitter pre-populated posts, you want to use browser/open in new window.

    Thanks for all the suggestions everyone.

    -Mike

  • The graphics for sure... not positive of sound, but sounds have always been super sensitive to their required formats for each browser platform... so its possible they are not part of the same bug. Sorry I cant help more in this regard.

    -Mike

  • This is an issue many of us ran into using c2 build 170... I reverted back to build 168 and the issue went away... theres a forum thread about it.. hopefully Ashley will fix it soon.

    cheers,

    Mike

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Mike at BrashMonkey

Member since 16 Oct, 2010

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