Ashley's Forum Posts

  • Are you sure your server sends the .m4a files with the correct MIME type? That's one of the most common mistakes.

  • Apparently PhoneGap Build now supports Windows Phone 8. Has anyone tried it?

    I'm curious to know how it compares to our Visual Studio-based WP8 exporter. Is the performance the same and does it work OK?

    Note Windows Phone 8 doesn't suffer the same "PhoneGap slowdown" problem as iOS and Android: it should still have a hi-performance hardware-accelerated renderer, even in PhoneGap, just like the Visual Studio-built apps.

  • That's nothing to do with the order event sheets are loaded, it's only to do with the order of execution of triggers when includes are used. Triggers always run in an included event sheet first, and in this case a 'start of layout' trigger is used. I don't think we can change this since it could potentially break a lot of projects (and is the kind of subtle thing you don't really want a setting for). You can probably work around it using your own initialisation events instead of 'start of layout'.

  • This test is definitely CPU-bound because of the 2500 collision checks per tick. CocoonJS only boosts renderer performance, not javascript performance, so you shouldn't expect to see better CocoonJS performance for this type of thing. You should definitely not to intensive collision checks like that every tick; try to run the checks only when the position of the blocks has changed.

  • It's difficult to fix this, because basically the problem is different platforms calculate floating point values to different levels of precision. This has subtle effects on the physics engine, which can ultimately make the difference between a structure standing or falling over. There's not much we can do engine-wise to fix this: you just have to try and build stronger structures, and possibly alter the simulation iterations used to improve the precision. Closing as can't fix.

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  • The way the engine works, a condition is always false, regardless of the state of invert, if there are no instances of that object which exist. In other words an event will not run if no instances met the condition. I would prefer not to change this, because "is on-screen" or "is off-screen" simply makes no sense to ask if there are no instances that exist.

    Rather than change how the engine works, the workaround is simple: just replace 'is not onscreen' with 'Bullet.Count = 0', and destroy any bullets that are not onscreen.

    Closing as won't fix.

  • That's odd - I don't believe the Audio object code was modified at all for r119. Did this happen with previous builds?

  • The instructions on the node-webkit website should be enough. It works on Mac simply by copying files to a subfolder in the package, and on Linux by binary appending the data to the application file.

  • I'm not sure I understand your suggestion. Why do you need that? Why can't you write a custom shader that does that?

  • It's not easily possible to exclude a single layer from a layout effect. The way the rendering pipeline works, all layers have already been rendered by the time the layout effect renders, so it can't go back and undo an effect.

    Currently the only way is to have the effect on each layer, but this will be N times slower than a layout effect (where N is the number of layers you add the effect to). This could be fixed if we supported folder-organised layers and you could apply a single effect to a group of layers... but that would be an architectural change, and I'm not sure we can do that in the near future.

  • I'm not sure why it is of any concern to anyone what order the event sheets are loaded in. The order of loading has no effect on anything.

  • Most of these are already on our todo list. But 2) should already work, are you sure that it doesn't? If not, post a bug report for it.

  • Have you tried clicking 'reset dialogs' in Preferences?

  • I can't reproduce any issue with your .capx - it closes fine. I have noticed the odd issue myself with general usage, but it's very difficult to do anything about it unless there's a good way to reproduce the problem reliably.

  • Can't reproduce, tried exporting Space Blaster for node-webkit with r119 and it worked fine. Linux does not use executables the same way as Windows, you just need to copy the files to a Linux system, mark the main file (with the name of your project) as executable, then run it.