aquinn's Recent Forum Activity

  • Thanks Ashley, looking forward to the next release.

  • Problem Description

    On R185, even a basic empty project exported to Ejecta will not run in Xcode. Exports from R183 version run fine.

    Attach a Capx

    Attached..very basic capx.

    Description of Capx

    Empty Capx with two sprites. Does nothing but show the sprites.

    Steps to Reproduce Bug

    • Open Capx
    • Export to EJecta , don't minify. Place files in the App folder on the Mac.
    • Run the project in Xcode Simulator

    Observed Result

    Project will not run in Xcode/Simulator. Produces an error, with the line JSStringRef jstr = JSStringCreateWithCFString((CFStringRef)string) highlighted.

    #import "EJConvert.h"
    
    NSString *JSValueToNSString( JSContextRef ctx, JSValueRef v ) {
    	JSStringRef jsString = JSValueToStringCopy( ctx, v, NULL );
    	if( !jsString ) return nil;
    	
    	NSString *string = (NSString *)JSStringCopyCFString( kCFAllocatorDefault, jsString );
    	[string autorelease];
    	JSStringRelease( jsString );
    	
    	return string;
    }
    
    JSValueRef NSStringToJSValue( JSContextRef ctx, NSString *string ) {
    	JSStringRef jstr = JSStringCreateWithCFString((CFStringRef)string);
    	JSValueRef ret = JSValueMakeString(ctx, jstr);
    	JSStringRelease(jstr);
    	return ret;
    }[/code:tspu8yyk]
        
    [b]Expected Result[/b]
    Should run fine. I've tested exports on R183 and they run fine in the same Ejecta project.
        
    [b]Affected Browsers[/b]
    [ul]
        [li] N/A [/li][/ul]
        
    [b]Operating System and Service Pack[/b]
    Win 8
        
    [b]Construct 2 Version ID[/b]
    R185 32bit
  • Worm Copter — Now for sale in the Scirra Store!

    https://www.scirra.com/store/games-with-source/worm-copter-343

    <h3>Worm Copter</h3><div class="deshr"></div> <p><p>Create a game for the App Store using Worm Copter as your guide! </p><p>Worm Copter is already approved for sale by Apple, so it's a good foundation to use for your own work. Can easily be adapted to an endless runner/evasion type game.</p><h3>iOS features</h3><div class="deshr"></div><p>

    • iAd Banner Ads
    • Game Center Leaderboards
    • A Universal App (iPhone/iPad/iPod touch)
    • Supports multiple screen resolutions (iPad 2+, iPhone 5/6, iPod Touch 5th gen)
    • Rate button with link to App Store
    • See how you can use custom TTF fonts with Ejecta
    • Local High Scores

    <p>The game is currently published on the App Store here so you can try before you buy: itunes.apple.com/us/app/worm-copter-flying-fun!/id911425326 </p><p>A web version available to try here: zoytek.co.uk/wormcopter/index.html%3C/p%3E%3Cp%3EIt can be on many other mobile platforms with the appropriate wrapper (Cocoon/PhoneGap etc). </p><p>I have added extra comments to explain as much as possible, so the code is more easily understood. Support is also available through email.</p><h3>Included</h3><div class="deshr"></div>

    • CAPX (code, sprites and sounds)
    • XCode project file, with Ejecta wrapper -tested and working with XCode 5.1

    <h3>Requirements</h3><div class="deshr"></div><p>You will need Construct 2, running version 183 or later to be able to open the CAPX. Xcode 5.1 or later is required to open the Xcode project file. An Apple Developer account is needed to publish on the App Store.</p>

    Use this topic to leave comments, ask questions and talk about Worm Copter

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  • Worm Copter

    https://itunes.apple.com/us/app/worm-copter-flying-fun!/id911425326?mt=8

    Exported to iOS with Ejecta - uses iAds and Game Center.

  • Ashley Arrgh.. I just tried again with Phonegap Build - but I hit the 15MB upload limit. Even the 40MB limit on the paid service is really quite low for media rich apps, especially with new 1920×1080 resolution retina images on the iPhone 6+

    Looks like I need to figure out how to properly add plugins to Phonegap CLI projects in XCode.

  • I find ejecta to be quite good but there are limitations. Copy the capx game to a new folder and remove any large assets before exporting to see if will run. you will have to do a bit of trial and error to see what is causing the error.

  • Ah ok... I will try on phonegap build. Many thanks.

  • Hi Ashley,

    I just tried a quick test with Beta r183 and I couldn't get background audio working (Phonegap CLI / Xcode 5.1 and also tried with Ejecta).

    I also could not get Open URL or Open URL in New Window working with Phonegap CLI.

    Not sure if I'm doing something wrong my end, I will keep testing.

    Thanks

    Alan

  • Next beta? Fantastic!

    Cheers Ashley!

  • Letterbox scale will work fine, but you will get black bars at the edges on 1136x640 devices. (assuming a landscape app)

    To avoid the black edges you need to use 'Scale Outer' or 'Scale Inner'. I would use a 960x640 window for the project, with Save Outer. Make sure the first event is 'Scroll To 568,320' so the window view centers on the layout.

    Make sure you have a background image of 1136x640, so the inactive part of the window shows something other than the black bars.

    You can't put any interactive content at the outer edges as they will get clipped on 940x640 devices. So from 0 to 88 pixels, and 1048 to 1136 are dead zones, but you can still use this space for some things, e.g. bullet objects coming from the screen edge. It means 1136x640 users may have a slight advantage as they can see things sooner than the 960 wide screen.

  • OK, I found a hack that works. It stops the iOS device going into standby, and shutting off audio. Not ideal, but it works.

    This is for Phonegap CLI with XCode, not for Phonegap Build.

    Edit Appdelegate.m in APP_FOLDER\platforms\ios\YOUR_APP_NAME\Classes\

    Add the line application.idleTimerDisabled = YES; in the location below. This stops the device from going to standby when the screen is not being touched.

    This is also useful for tilt based games where there is no screen contact.

    #pragma mark UIApplicationDelegate implementation
    
    /**
     * This is main kick off after the app inits, the views and Settings are setup here. (preferred - iOS4 and up)
     */
    [ul]
    	[li](BOOL)application:(UIApplication*)application didFinishLaunchingWithOptions:(NSDictionary*)launchOptions[/li]
    [/ul]{
        CGRect screenBounds = [[UIScreen mainScreen] bounds];
    	application.idleTimerDisabled = YES;[/code:iuhfr04t]
  • A play in background option would be great but I guess that will not be any time soon.

    Another approach I was thinking about was to prevent the device from sleeping, which seems to be possible with a phonegap plugin called Insomnia, https://build.phonegap.com/plugins/355

    Are there any other ways to prevent the device from sleeping? From memory cocoonjs did this by default on android, but I'm specifically targeting ios.

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aquinn

Member since 5 Mar, 2013

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