ibiz's Recent Forum Activity

  • iframes have their own javascript context. It's a whole new web page, and you're starting with a completely blank slate. There are no scripting features available whatsoever other than the JavaScript features built in to the browser. Therefore runtime does not exist, and none of the scripting APIs are available at all. (You're also trying to use await outside of an async function, which is invalid syntax.)

    A normal HTML tag should be able to load an image from a project file in preview in the latest beta. We updated it so network requests to project files work in preview mode.

    thanks for your reply. Now another question? will html code running in preview get project files after importing to android? I also noticed a strange iframe bug, when using an iframe with an input field inside, when the mobile keyboard pops up, the iframe goes up and to the right on the mobile phone in scale outer mode without the hide status bar option. If you set the hide status bar option when exporting, everything works fine.

  • I'm trying to upload a logo.png project file to an iframe plugin. But this doesn't work in the preview. Here is my code for iframe--->

  • Adding to the post before about the game not loading, it appears to be related to having modules selected for the project. If you select classic then it works, but otherwise you get

    Uncaught TypeError: Cannot read property 'Plugins' of undefined

    at c3runtime.js:2563

    c3runtime.js:2322 Uncaught (in promise) TypeError: self.C3_GetObjectRefTable is not a function

    at C3Runtime._LoadDataJson (c3runtime.js:2322)

    at C3Runtime.Init (c3runtime.js:2316)

    at async RuntimeInterface._InitDOM (main.js:39)

    at async RuntimeInterface._Init (main.js:27)

    I'm a little confused, are you trying to tell me that it's a mistake on my part? How do I select classic?

  • Aekiro In version r230, your ProUi plugin causes an error that does not allow the application to load, I get a white screen.

    After removing your plugin and all the behaviors, the application started, please fix this problem, these are paid plugins I use them in commercial projects, and buying plugins I hope for quick support and troubleshooting. I also ask you to test the plugins yourself on new C3 builds and not wait for error messages, since this problem has been going on since version r229

    Error: C3.Plugins.aekiro_proui = class aekiro_prouiSingleGlobalPlugin extends C3.SDKPluginBase

    Uncaught TypeError: Cannot read property 'Plugins' of undefined

    at e6f33078-fa72-4710-a0c8-5b33702dd348:11595

    e6f33078-fa72-4710-a0c8-5b33702dd348:2322 Uncaught (in promise) TypeError: self.C3_GetObjectRefTable is not a function

    at C3Runtime._LoadDataJson (e6f33078-fa72-4710-a0c8-5b33702dd348:2322)

    at C3Runtime.Init (e6f33078-fa72-4710-a0c8-5b33702dd348:2316)

    at async RuntimeInterface._InitDOM (main.js:39)

    at async RuntimeInterface._Init (main.js:27)

  • Ashleygood afternoon, how to insert an image into an iframe from a project and not by link to a third party resource?

    i added image to project files but code like this doesn't work.

    <img alt = "Mountain" src = "image1.png" style = "width: 100%; height: auto; margin-left: 0.00px; margin-top: 0.00px; transform: rotate (0.00rad) translateZ (0px ); -webkit-transform: rotate (0.00rad) translateZ (0px);

    Tagged:

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  • Hi Ashley, I am developing a fairly large game for mobile and have already achieved quite good performance with a large number of objects. But still, when testing via Remote Preview in the Chrome browser on mobile, I get a smoother game without jerks than when exporting to apk and installing on mobile. The CPU and FPS score is about the same in both cases, but when running from the apk, I get more jerks. What can this be related to? I noticed that my Samsung phone doesn't detect the exported apk as a game app, can this affect performance?

    Tagged:

  • Welcome you have heard about the new Google Play rules. We will be able to match this with construct 3?

    https://android-developers.googleblog.com/2020/06/new-features-to-acquire-and-retain-subscribers.html

    Tagged:

  • Thank you for the good news. Looking forward to it!

  • ibiz

    Hi,

    > sometimes when you click on the button, the sound and animation of the click is played, but the action does not occur

    Can you share a screenshot of your code ?

    > Are you planning to add animations down buttons

    I think there's already a down animation

    mundogame

    I'm flattered thank you :p

    Here is a screenshot, I seem to have figured out this happens when you slide the button, that is, the onclick condition is triggered only if the x, y touches when the button is released are above the button. You need to add a time frame between simple Tap and Hold. For example, if the touch is less than 100ms, then onclick is triggered, regardless of whether there is a collision between touch x,y and the button at the time of release.

    I mean scale down animation like scale Quadratic only in the opposite direction (reducing the button at the time of pressing)

  • Good afternoon, advanced export ends up with an error when using your Behavior. There is also a problem, sometimes when you click on the button, the sound and animation of the click is played, but the action does not occur. Are you planning to add animations down buttons, this is the most common animation for buttons in mobile games, and you do not have it.

  • I also recently have this problem, when viewed remotely on the phone loads at 47% and then writes host disconnect

  • Good afternoon, help me figure out the problem.

    Error: Checking Java JDK and Android SDK versions

    ANDROID_SDK_ROOT=~~/androidSDK (recommended setting)

    ANDROID_HOME=~~/androidSDK (DEPRECATED)

    Using Android SDK: ~~/androidSDK

    :wrapper

    BUILD SUCCESSFUL in 0s

    1 actionable task: 1 executed

    Subproject Path: CordovaLib

    Subproject Path: app

    FAILURE: Build failed with an exception.

    * What went wrong:

    Could not determine the dependencies of task ':app:lintVitalRelease'.

    This project uses AndroidX dependencies, but the 'android.useAndroidX' property is not enabled. Set this property to true in the gradle.properties file and retry.

    The following AndroidX dependencies are detected: androidx.versionedparcelable:versionedparcelable:1.0.0, androidx.fragment:fragment:1.0.0, androidx.slidingpanelayout:slidingpanelayout:1.0.0, androidx.core:core:1.0.0, androidx.customview:customview:1.0.0, androidx.swiperefreshlayout:swiperefreshlayout:1.0.0, androidx.interpolator:interpolator:1.0.0, androidx.loader:loader:1.0.0, androidx.drawerlayout:drawerlayout:1.0.0, androidx.viewpager:viewpager:1.0.0, androidx.collection:collection:1.0.0, androidx.localbroadcastmanager:localbroadcastmanager:1.0.0, androidx.lifecycle:lifecycle-common:2.0.0, androidx.arch.core:core-common:2.0.0, androidx.annotation:annotation:1.0.0, androidx.legacy:legacy-support-core-ui:1.0.0, androidx.lifecycle:lifecycle-livedata:2.0.0, androidx.lifecycle:lifecycle-viewmodel:2.0.0, androidx.lifecycle:lifecycle-livedata-core:2.0.0, androidx.arch.core:core-runtime:2.0.0, androidx.legacy:legacy-support-core-utils:1.0.0, androidx.documentfile:documentfile:1.0.0, androidx.cursoradapter:cursoradapter:1.0.0, androidx.lifecycle:lifecycle-runtime:2.0.0, androidx.coordinatorlayout:coordinatorlayout:1.0.0, androidx.asynclayoutinflater:asynclayoutinflater:1.0.0, androidx.print:print:1.0.0

    * Try:

    Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. Run with --scan to get full insights.

    * Get more help at https:/~~/help.gradle.org

    BUILD FAILED in 1s

    Command failed with exit code 1: ~~/gradlew cdvBuildRelease -b ~~/build.gradle

    Tagged:

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ibiz

Member since 29 Jul, 2017

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