Ashley's Forum Posts

  • See how Construct 2 licenses work. There are no restrictions on branding.

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  • helena - sounds like you've walked right in to the mistake outlined in that blog post Arima linked to (Remember not to waste your memory). A long epic background might be really cool, but mobile devices often don't have much memory and you have to be smart about how you use it. If your images are over 2048x2048 that can also severely impact performance on some devices, and missing images are probably out-of-memory errors. There are good ways and bad ways to design mobile games; desktop PCs can generally muscle through anything at all, but mobile devices can't, so you need to be careful how you design your games and test regularly on mobiles from the very start. If you share your .capx I could comment in more detail about what might be slowing it down.

    stevefromio - if you're so convinced that HTML5 sucks, perhaps you would like to select a different tool for game creation, and post in their forums instead.

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  • Centra - no, it's completely out of date. This thread was posted before iOS supported the web audio API, which enables polyphonic low-latency audio playback. Audio should work just fine without any modification in the latest versions of iOS.

  • It's almost certainly the graphics card driver, so if the latest ones are still broken you should report the issue to nVidia. Ensuring the Windows 7 install is fully up to date with Windows Update would be helpful too.

  • GameThirsty - I don't know what you mean by "native" support for Facebook. Crosswalk is basically the same as Chrome for Android, so there's nothing for them to change, the Facebook plugin should work just the same in Crosswalk as it does in Chrome, which you have reported it does.

  • GameThirsty - if the same thing happens in Chrome it's most likely working correctly and is not a Crosswalk bug. Since this thread is about Crosswalk you probably shouldn't discuss it further here, maybe start a new thread about that.

  • We've done our own tests with TCP which show games are just totally unplayable over poor quality links. TCP does fine where there's a high quality connection, but if your ISP is crap or there is high congestion on the network between you and the host, UDP is essential to keep the game playable. I guess round-robin TCP connections would get by as well, but what's really needed is out-of-order delivery which UDP excels at.

  • Fimbul - no it's not, it works already with WebRTC DataChannels!

  • Memory use of over 500mb on mobile is truly extraordinary high and it is amazing if any mobile device anywhere can even start it up!

    See this blog post: https://www.scirra.com/blog/112/remember-not-to-waste-your-memory

  • The webview will probably be really slow if you choose it. The whole point of CocoonJS is to improve performance over the webview.