Rable's Recent Forum Activity

  • Thanks for your help, Asmodean . I added you to the special thanks of the game.

    I did exactly what you said, and I'm not even getting a black screen on the win64 version. However, I launched the win32 version, got a black screen, hit F12 and got this:

    Looks like the problem comes from the plugin Steam4C2, and I'm investigating it.

    Hopefully I'll find a solution there.

  • Thanks for the suggestion Asmodean , but it sadly doesn't work.

    I tried:

    - Renaming the folder, then launch the game again

    - Renaming the newly created folder, then building again, then launching the newly created build

    - Deleting every folder then launching the newly created build

    None of the 3 works. :(

    The game will still not launch (not even a black screen, just nothing at all).

  • Hi everyone,

    I have a problem with the NW.js exported version of my game Healer's Quest: it just doesn't launch at all. The game works great when previewed with NW.js in the editor, but once exported, nothing launches.

    More deatils:

    At first, I was using C2 r265 with an older version of NW.js, probably from around the end of 2018.

    When launched from Steam after uploading, I just got a thin red line in the HTML5 default launch screen and nothing else.

    When launched from my desktop, I had this error message:

    So I downloaded r267 and the latest NW.js version (from March 15th), and it's not better. Nothing launches at all, and no error messages are displayed.

    I tried the exported version on 2 different computers and had the same result.

    I tried 2 more things:

    1) I created a blank project with just a colored square and exported it. It worked.

    2) I exported an older version of Healer's Quest which has been succesfully build and uploaded and played on Steam in the past, and it DIDN'T work (game doesn't launch)

    So it seems like there has been some kind of regression from last year's ability to build with NW.js...

    Is it a known problem?

    Any solution to this?

    Oh and by the way... I absolutely need to publish this update on April 17th for the 1 year of the game's release, so it is quite urgent. ^^'

    Thanks in advance for any help or information!

  • I tried your solution Ashley , but it doesn't seem to work.

    Here is what I added into my code:

    I also manually changed the index.html after export to specify that the background should be white.

    And here's the result in the simulator in Xcode

    As a point of comparison, here is the desired result, the one I'm getting when exporting the Xcode project directly from C3:

    As you can see, not only the background on the side is black instead of white, but on the C2 version the height of the layout is smaller. In the C3 version, the black horizontal bar (home bar) is inside the layout, while in the C2 version, it is below the layout. Maybe that's a hint about what's wrong?

    Thanks again for your help and if I'm doing something wrong, it would be nice to tell me what I should change to make it work in C2 like in the version exported from C3.

  • Thanks a lot, Ashley!

    Trying this solution right now!

  • Update: I filed a bug for this and here's Ashley's answer:

    "All Construct 3's background color setting does is apply this CSS style:

    html, body {
     background: #000; /* based on "background color" project property */
    }
    

    Construct 2 does not set that, and your JS code setting it is invalid because it relies on jQuery, which isn't included in C3. So I would assume you just need to find a valid way to apply that CSS style when exporting from C2. You could edit the CSS in the exported files directly, or update your executed JS code to not rely on jQuery."

    The code he's talking about is the one that has been proposed here:

    Sounds like this is using jQuery, which I have no idea what it is... ^^'

    Any idea how I can reformulate this without jQuery ? Or another way to have a white background ?

    What sounds weird to me is that I already edited the CSS in the exported file (index.html) in different ways and had no luck with that.

    Thanks for any further help!

  • Update:

    I created a bug entry for this and it seems like the Scirra team has already managed to solve the issue.

    github.com/Scirra/Construct-3-bugs/issues/2778

    Thanks a lot !

  • Thanks again for the reply. I'll keep all this in mind for my next project. For this one however, I'll stick to C2, because while there is a workaround, it'll take a lot of time (days or weeks) to drop hundreds of different objects on hundreds of different layouts and rethink everything, and I'm still afraid there could be RAM issues in the end.

    So if anyone has a solution to hide the status bar on iPhone 7 & 8 for a project exported with C2+C3 export manager, I created a thread here.

    And for the bug of the black background which can't be set to white on iPhone X, I created a thread here.

    Thanks!

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  • For the record, exporting the game to C3 solved the issue immediately, but I have other problems arrising, so I'd like to come back to C2.

    At this point I think it's a problem with View Controller in Xcode and that no C2 or CSS based solutions will work.

    Someone know something about it?

  • Hi everyone,

    I exported my game to iOS through C2 Cordova export, then C3 export manager.

    The problem I have is that on iPhone 7 and 8, the status bar is still visible. It's not visible however on iPhone X.

    I obviously checked the option to hide the status bar in both Construct 2 and Xcode, but it didn't work.

    This is probably a problem with the view controller in Xcode.

    Any idea how I can do this ?

    Thanks !

  • Thanks for your reply

    Ashley

    I don’t have measurment other than my game passing from not crashing to crashing. :)

    I would be glad to send you the project file if it could help, but last time I send it you told me that there were too many third party addons required. Which is also part of why it took me so long to update to C3 and I’m still unable to use C3 runtime.

    I have no doubt that in most situations C3’s spritesheet system is much better than C2’s, and you sure did an amazing job with it. Just in this situation it doesn’t seem optimal. Thanks for the info about the way it’s working. I use a “container” layout which regroups most sprites from the game on a single layout (even though some of them are also dispatched amongst other layouts for loading reasons), from what you say I understand this could be a big part of the problem.

    Biggest problem: performance drop

    I didn’t mention it earlier, but another big problem I have using C3 instead of C2 is the huge performance drop. It runs very poorly on the C3 exported version while C2 was completely fluid (50-60 fps at all times on a mobile phone). To be more precise, there are sometimes freezes of 0.5 up to 1 second in the middle of the gameplay.

    My theory about this is the following: Healer’s Quest sometimes needs to load very small images that are not present on the layout in the editor (they are too situational and there are too many of them to load them all on all layouts). With C3’s spritesheet system, these very small objects may be part of a big unloaded 1024x1024 pixel spritesheet (if not dispatched amongst 3 different 1024x1024 pixels spritesheets), and the game freezes while the spritesheet is loaded. I already put the maximum spritesheet size to 1024x1024 and it didn't help.

    To be complete, I should say that these big freezes not only happen on my phone, but also on my computer when previewing the game, which never happened with C2.

    I even recorded a video of the freezes happening on my computer, here is a link to it:

    youtube.com/watch

    I think at least two of the 3 freezes in the video happened due to the loading of a new object.

    From all this, I conclude that my game has been developed with C2 in mind, and it just doesn’t suit the way C3 works. Don’t get me wrong, I already use C3 for my next project, and it’s much, MUCH better than C2! I’m just saying that Healer’s Quest works better as a C2 game unless I take weeks to completely rework the code...

    To reply to BadMario , Healer’s Quest is already split into something like 300 layouts, but the container layout is probably a big part of the problem.

  • Thanks for all the replies.

    I didn't change the image compression format inside C3, I use tinyPNG to recompress everything.

    Ashley , here is an image from the exported image folder in C3. It contains images from roughly 15 or 20 different objects in the game. That means in every layout where any of these object appears, the whole 1024x1024 image is loaded in memory... In addition to many others.

    So if I'm correct the RAM usage is MUCH higher than if every object type had its own spritesheet, as in C2. This is probably why the game is crashing all the time when exported with C3.

    The secondary (less problematic, but still) problem, is that with so many different colors on one image, tinyPNG's compression gets very crappy.

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Rable

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