part12studios's Recent Forum Activity

  • Hi there,

    i came across this in my search and interest in using C2 apps to transmit midi information from mobile to external devices, however the URL is gone. Has this moved to somewhere else?

  • i see, yea sizing is fine with Ejecta, just seems to ignore the plugin effect (it hides the <class> stuff like it should) like bold and or italics.

  • however i have seen now that it seems that while it does no longer crash, it also doesn't seem to work in iOS. Is that normal? Is there any chance this could work?

    Sincerely,

    Caleb

  • rexrainbow thanks for the upgrade suggestion, apparently my plugin was the old one so that fixed the iOS crashing issue.

    Thanks!

    Caleb

  • anyone have any advice for crosswalk produced apk's that show a solid color across the screen? audio and touch responses seemt to work just the visuals are solid.. and the color is not a scene background color.. in my case it was a light brown..

  • rexrainbow hi Rex, thanks first of all again for making this plugin. However I have a bug to report with it and it would mean a lot to me if you might know of some fix to this. here is my situation:

    I am using Ejecta http://epicspace.net/insurgence/ejecta/ and this seems to work very well for making porting games.

    Here is a full tutorial https://www.scirra.com/tutorials/907/de ... e-easy-way

    What basically happens is when i hit a scene that has the tag text plugin in it, the app locks up. XCode sees the error and has some feedback about it.. i'm not a proper coder and not used to xcode, but this is what it says when the error occurs.

    xcode says:

    "Ejecta[791:60b] TypeError: 'undefined' is not a constructor (evaluating 'new window["canvas_text"]()') at line 19235 in c2runtime.js"

    this is through the emulator, but i have tested on hardware and the lockup occurs there exactly the same.

    I would keep getting this lockup and i tried a LOT of stuff to fix this. Then for the heck of it, i simply deleted this object and the app no longer locked up (although it was missing some text since the object was gone)

    If you could check this out and find a solution I'd be greatful. If I did something wrong of course I'll be happy to fix, but it seems like it works fine on browser, it's maybe just some syntax thing that the ejecta/xcode environment are looking for that isn't there.

    Thanks!

    Caleb

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  • Ok so I did some digging on this and I got it to work, but only when i removed the condition "preloads complete". it seems like this hangs up when in iOS. I'm using Ejecta, so I realize this is not the official path to publishing and maybe CocoonJS and XDA don't experience this issue.

    I still have all my sounds set to preload.. not sure if that even does anything or not, but it didn't cause any trouble, it was just the "preload complete" that was hanging things up. I may, if I have time see if I can remove the preloads altogether, however for now, just know that you might have trouble if you use the preload complete command in an app for iOS through EJecta (which rocks)

    Thanks,

    Caleb

  • Hi there,

    I've run into this before in the past, but i'm looking at it again and doing a bit of time consuming trial and error and wanted to get other peoples experiences.

    So I am trying to use preload but it seems to hang up.. basically like this:

    on start of layout:

    preload sound1

    preload sound2

    preload etc etc.. i have about 65 things i'm preloading

    it seems to hang up though when the next behavior is that

    preload complete:

    go to next layout

    perhaps its not needed, but when i setup some alternative ways (adding a button to go to the layout) that works fine.

    the reason i need this is the first real scene, with no preloading seems to have trouble with two audio clips firing off at the same time due to what i can only imagine is some kind of loading lag time..

    so yea i just thought I'd poll others who have used preloading for iOS apps and if there are any tricks or something that I'm missing

    Thanks!

    Caleb

  • yea noob mistake on my part... i used mouse object.

    The untangling is tedious, but it's coming along well enough.. i learned a lot in this project..

    my 2nd project I did it right (using touch) ArcadEd Thanks for confirming thought.. its a pain in the **** but the lesson is taken in stride

    Thanks!

    Caleb

  • Hi there,

    So I'm in the process of swapping out an extensive number of mouse click events with touch events. this is tedious and certainly prone to bugs.

    I was just wondering if there wasn't some kind of systematic way to replace all.. kind of a "find all / replace".. or some kind of override..

    like "every time a touch is made, count it as a click"

    I'm not sure this is possible, but I at least wanted to pose the question for anyone out there who might know an answer or lay to rest my question and for others who might have a similar situation

    Thanks!

    Caleb

  • yea that's what it sounds like he's looking for. if i understand you right, it sounds like you want to have a kind of popup like you see with items found in world of warcraft armory and other websites.. it would seem that you could make kind of effect (although not a word specific as you might like) by having the name of the item be a text object.. then a mouse over occurs, create another container object perhaps that holds a background graphic and the information needed.

  • ah ok now i see.. so yes i put two sub events.. one cluster which includes the OR, which i never thought to do it that way.. i thought just having two objects next to each other would be sufficient, not using an or to have them both be compared.. then i had the 2nd sub event have the "it is these specific things".. so things next to each other is basically "and" right?

    If that's true, then that explains why having them next to each other not working because then I'm basically saying.. something is var1 AND var2 which never happens..

    So I can see now that basically having multiple touch events side by side can be problematic.. using these sub events allows the same touch event to be compared to several things.. this explains some other issues I've had in the past, which I had to workaround.

    Thanks!

    Caleb

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