adamcreator's Forum Posts

  • The test fails too. A very small file of just one layout and event sheet, yet it's just a black screen for a few seconds (although the layout had a blue screen, as a test to see if it even shows anything at all of the project, the answer to which is now 'no') and then closes.

    As for any more info I can think to provide that could be relevant: When exporting, I choose to Minify the script, Hide status bar, use WKWebView on iOS (perhaps irrelevant to Android which is my focus for now), not use new Intel XDK project format, no permissions, both audio file types just in case, Minimum iOS set to 8.0+, Minimum Android set to 4.0+ (Ice Cream Sandwich) [Crosswalk]. I also haven't bothered with the Construct 2 "Google Play" plugin, for accessing Google Play Game Services, as I figure that's only for online things like leader-boards and achievements; unsure if that's an issue. I also don't touch anything in Intel XDK, I just import the HTML5 from C2's Export and do the bare minimum of setting the App ID and certificate, the latter of which I don't think has to do with any specific predetermined 'keystore' retrieved from Google Play, just something made up; also unsure if that's an issue.

    If anyone dealt with a similar issue, of your app just being a black screen and closing, please let me know what you think it could be, or what I may want to try or test first.

    Edit: My next idea is to heed that message Intel XDK gives me about the plugins, and see if that helps.

  • Aw okay. Thanks. I'll see if the test app works that I'm whipping up now.

  • Thanks Rasputin!

    (url)

    I'm currently working on publishing a test app that's only one scene from the game, to see if that runs.

    Edit: If the URL isn't showing because of my Rep, you can search "(working on it)" in the Google Play store.

  • No problemo Ash! Since then I've come to accept that I can just, if need be, put up two entire apps on Google Play instead of just one. And that's if I can't simply use expansion files, which I may soon have to research, in case it isn't obvious how to do that through Construct 2, regarding how to use events, or whatever applicable, to communicate between two different projects, exports, or APKs. I'm so new to the world of app creation that I'm only interested in starting at a modest level for now, and expanding from there as more tests pass and my knowledge grows.

  • I finally got to where I successfully built the APK files for my app for Android using Intel XDK, and published it on Google Play, but when I download and install it, using my BlueStacks Android emulator on my Windows Surface Pro tablet computer, as I do not own a Samsung or Android mobile device, (but am able to download and run any working Android app through BlueStacks without fail anyway) it simply stays at a black screen and then exits out. The messages at the top left claim stuff is going on, but it simply exits out after "Loading images..." and "Please wait..." This is needless to say not the only obstacle I've come across in the past year of working with Spriter, Construct 2, and the world of app production in general, and I'm always great at coming up with my next idea of how to approach a solution, usually by Googling whatever phrase I think may lead me towards the right path, but I'd appreciate any ideas for how to best find out what the snag is. (It may not be related, but due to all the Spriter png images, Construct 2 has the memory use at 533.3mb, which I mention just in case that's the most important difference between successfully testing the project in Chrome on my computer versus BlueStacks/Android/mobile. There was also a message referring to 'Crosswalk' when first installing the app in BlueStacks, which led me to some Crosswalk app component that I downloaded and installed, but same issue. Also notable is that I did indeed upload both architectures to Google Play: ARM and x86.) Anything I'm missing or should try or test first?

  • Aw thanks for the kind words 99!

    I collected just those two errors in the capx so far, but more may be possible. The project is nearing the last week-month of a version 1.0 release, even if it becomes necessary to release it in the form of a two-part app, but first I'd just like Ashley to take a crack at it here when possible. Either way, I'll begin working on it as a two-part app today, while awaiting a possible fix that allows me to go with the initial one-app plan.

    Thanks!

    Update: The file also works very slowly when it does let me work with it, again suggesting there are too many objects. Every click to add a new action or event takes a long time to load up, which adds up.

  • (I apologize for my previous incorrect bug report posting - Please forgive any possible slights in this one as well, due in part to a lack of sleep! - Thank you for your patience.)

    Problem Description

    With enough objects in a C2 project, any of these two check failure errors come up, and you must abort program, even with icon caching unchecked in preferences, using the latest version of C2: beta r226.

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Failed to create HICON

    Condition: icon32 != NULL

    File: Projects\ObjectTexture.cpp

    Line: 696

    Function: struct HICON__ *__cdecl ObjectTexture::GetHICON32(bool &)

    Build: release 226 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Object texture leak: a texture is still loaded when cleaning up an ObjectTexture, check all textures released properly

    Condition: gl_instances.empty()

    File: Projects\ObjectTexture.cpp

    Line: 33

    Function: __cdecl ObjectTexture::~ObjectTexture(void)

    Build: release 226 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    dropbox.com/s/699w3flgu0ug862/C2Help.capx

    Fresh new bare-minimum capx created just for this report. Needless to say, the amount of objects therein are essential to this report. This includes any and all duplicate images existing in separate folders. They are intended and essential to the project.

    Description of Capx

    A bare-minimum capx of thousands of objects. Primarily png images. Meant for a game/app.

    Steps to Reproduce Bug

    • Have thousands of objects in C2.
    • Attempt to work with the project in any way, such as what I happened to be doing before the latest and unexpected error: Simply adjusting the UI spacing of the actual C2 program's event sheet UI.

    Observed Result

    Check failure, and need to abort C2.

    Expected Result

    Would like it to work without check failure error. Need to be able to work with project. My guess is that the total amount of objects does not reach 10000 objects, which could cause the Windows OS 10000 object limit. In the unlikely case of such a limit reached, please advise on possible workarounds. For example:

    A way to have a single game/app be comprised of two different C2 projects?

    Or, a possibility that the user could be prompted to download 'part 2' of the game/app upon reaching the end of 'part 1'?

    Or, even the suggestion to buy an inexpensive Mac for C2, in the case that Macs do not have this object limit?

    (I could alternatively plan for two released apps instead of one, which would have to be downloaded from app markets independent of each other, aptly named to the effect of 'Part 1' and 'Part 2'. But let's call that 'Plan B' for now. Any help would be appreciated, for the sake of user convenience, as well as the possibility that a single app would make my job easier regarding any Event work to come, such as in the case of dealing with game saves and loads between two projects/apps.)

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO

    Operating System and Service Pack

    Latest Windows 10 Pro 64-bit, latest service pack, including all automatic and latest updates released.

    Construct 2 Version ID

    Beta r226. Realized new version came out yesterday. Upgraded. It appeared to help at first, even to the point that it fully allowed all intended objects to be inserted successfully. However, error still occurs upon enough attempt to work with project.

  • Problem Description

    With enough image objects in a C2 project (such as when using Spriter and creating a large game with many art pieces), this error comes up and it crashes, even with icon caching unchecked in preferences:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Failed to create HICON

    Condition: icon16 != NULL

    File: Projects\ObjectTexture.cpp

    Line: 671

    Function: struct HICON__ *__cdecl ObjectTexture::GetHICON16(bool &)

    Build: release 220 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort Retry Ignore

    ---------------------------

    Attach a Capx

    Could do this privately to an admin.

    Description of Capx

    Game.

    Steps to Reproduce Bug

    • Have many image objects in C2.

    Observed Result

    Error and crash.

    Expected Result

    Would like it to work. Must continue adding image pieces into game. Download is only less than 200mb and RAM use only 500mb. All the images are needed, plus more.

    Affected Browsers

      Unrelated to browser step.

    Operating System and Service Pack

    Latest Windows 10 Pro 64-bit.

    Construct 2 Version ID

    Beta r220.

  • the only plugin i bought and use so far is spriter, but i only just heard of Q3D, and am wondering if that's also as great and polished as spriter? i'm an expert in autodesk 3ds max so combining 3-d models with c2's no-programming would be a game-changer for me, but there doesn't seem to be a demo of Q3D, just the $30 full, so has anyone tried it and what do you think?

  • is there a way to make the UI lighter? it's very dark on my screen since i keep the screen dark for eye health. photoshop, 3dsmax, after effects, etc, include sliders or options for how light or dark you want the UI. otherwise i'll get used to brightening my screen just enough to see the text better in spriter, but it does start dark. thanks

  • i read all four or so multiplayer tuts, but they didnt mention the signaling server costing anything. what happens if we use the signaling server without buying this? also if we own .com domains, can we use that as a signaling server? can any .com domain we own also be used as a dedicated server so that no player has to host the game? or is there something more to signaling servers and/or hosting servers than simply owning and paying for a .com domain?

  • yes microsoft stated in an email that windows 10 uwa apps can be run on xbox one!:) so xbox one may be the first video game console to run c2 games!

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  • That would be awesome!:) So far I'm leaning towards Construct 2 since I don't want to get into GameMaker Studio's GML, but I'm spending today on playing with game-makers. Plus, the important thing is probably to make a good game. I assume if it's good enough it'll be easy enough to get some company to port it to other consoles. Microsoft and Sony perhaps? Hehehe!

  • Yes Unity with Playmaker plugin is possible but still would rather keep it simple, GameMaker Studio or Construct 2 for now. So it sounds like Construct2 uses its own special language, same as GMS with its GML language. I was hoping C2's language might simply be whatever more universal kind. Well since someone mentioned Xbox is doing the HTML5 thing soon, there's that to look forward to. Thanks for the info

  • Microsoft actually recently announced that they will make it possible to submit HTML5 games on their platform soon. So hopefully you'll be able to submit Construct2 games sometime this year. But I suspect that the standards for accepting the submitted games will be high and if this will be your first game it will likely not be accepted

    Thanks that's great news! As for the PlayStation consoles and my main question, if I make a game in Construct 2, can I then somehow with an extra step(s) eventually export it to Xbox and PS consoles? For example, can something translate the code into C++ (I have no idea what I'm talking about since I'm not a programmer!) which is then useable in a software that does allow export to Xbox and PS consoles? Thanks!