I've made the following events
Start of layout - set timescale 0
-is touching object X
(Subevent): on touch end - set timescale 1
This works perfectly fine when I test it using a browser. However, when using cocoonjs it doesn't seem to work. I was wondering whether anyone else could confirm they experience the same problem, whether its the way I'm going about starting the game or is this just a cocoo
Will also post on cocoonjs later if this is a bug there side :
Thanks for reading :)
So I originally thought this might be a timescale issue with cocoonjs. However, after removing this I still had issues.
I'm now experiencing problems with touch controls. They work perfectly fine in browser testing, but not with cocoonjs launch on android. Now I would say this is an obvious cocoonjs issue, except I used the exact same method in a new project (is touching - move in direction.x) and it worked fine with cocoonjs.
So It seems to be something in my construct file, so I removed everything except the touch and movement events; same issue - works on browser not on mobile.
I can't for the life of me think why the touch feature seems to have stopped working, I did later import a new animation strip to replace the old arrows. Maybe this caused an issue? But couldn't think why as it was still referencing the same sprite.
link to capx : dl.dropbox.com/u/17611007/brokeproject.capx
Thanks for reading
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Late answer, cause I just had the same pb : iwanted to do a pause button, but it was working in chrome, but not on cocconjs.
I simply used so the plugin Pause, and with it it works well :)
Thanks for the reply :). It was an issue with Clay.IO as it wasn't supported by cocoonjs.