1mrpaul1's Recent Forum Activity

  • Yes, setting downscale quality to High does help

    Thank you

  • in all graphics, fonts, sprites we can see a small outline

    why it is happening?

    i can add 1-pixel empty space around every image, but it is pain actually

    is there any plans to fix it in the engine?

  • I can export to Android (Debug APK and Signed release APK) on r261, the app is installed on the phone (Avast checked, Google Play offered to check for safety), but but the application opens and immediately closes itself. Everything works fine on r260 (tested now). I didn`t write to the bug report, because the phone does not display a log, and maybe a bug on my phone (since export and installation was successful).

    I have the same situation

  • The change to the build server for cordova-androidvux@10.1.0 was actually made a week or two ago - so there has not been a change to the build server since yesterday when you said it worked. Are you sure you got the right password?

    If you run in to any other bugs please file an issue following all the guidelines, as we need all that information to be able to help.

    found the issue with the key file

    but problems with android export still exist

    downgrade till version 260 allowed to make workable apk

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  • android export was broken completely

    do not update the app for now.

    I planned to publish the app tomorrow and was stupid from my side to update and to work on the newer version.

    Error message on android

  • Mobile Advert is meant to be used in exported mobile applications only.

    Remove it completely from your project for an HTML5 export.

    it is tricky to remove it, it can break a lot of things. if to make separated apps, it is also hard, because you will need to make all updates in the 2 apps that potentially can be (and will be) a reason of bugs

    not easier to just ignore it?

    By the way, I tried to separate the code by means of platform info plugin, but it is not working, because html5 on android is classified as "on android" and not as a web export. I believe android got to be only for native android app. probably the same things on iOs

  • Не проверял, на чистом проекте? может чтото постоянно запускает музыку снова

    Didn't check it on a clean project? maybe something keeps playing music again

  • the game not loading after export

    this error from start

    main.js:421 Uncaught TypeError: Cannot read property 'platformId' of undefined

    while all events with this plugin are disabled in the html5 export, the error still happens, probably because the field with iOs application ID is empty (I'm not doing export to iOs)

    is it ok?

  • Ok, thank you.

    Will need to think what to do with my multiplayer game. this pausing is a big pain

  • Noticed that no matter "Pause on unfocus" is checked or not, the game will be paused on unfocus

    Is it bug or feature?

  • If your game is under 5mb (since it seems you said loading a 2mb spritesheet loaded 70% of the game), maybe you don't need a loader layout at all. It's most appropriate for very large games only. These days the average web page size is something like 2-3mb, so if your game is in that ballpark, it will load as quickly as a normal web page.

    my game is over 10mb, with code and sounds.

    and even 5 mb can load a lot of time on the bad connection, in the countries where people playing web games, internet speed is usually low.

    and forgot that I also have a progress bar that consists of bar background and bar itself.

    And see that bar background was placed in the 3rd biggest atlas while bar in the 4th also biggest atlas. so, to load tiny pictures loader got to download 2 big atlases.

    sometimes images are divided successfully, as separated images, or placing in the small atlas, but the fact that this important moment is a matter of luck is disturbing

  • I'm using in my game, preloader with 2 images, background and logo,

    I tried to keep the preloader size small, because better when users see preloader instead of the default black screen with the bar

    shortly

    the C3, put these 2 images in the 2 biggest atlases in the whole build, more than 2 mb together.

    So, as a result, when the images for preloader loaded, 70% of the game is loaded with it, and actually, the preloader became useless

    Why the app, do not handle this thing? I have the checkbox "use loader layout" checked, maybe C3 got to use the images from this layout separately?

    I think it is logical

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1mrpaul1

Member since 21 Feb, 2018

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