Ashley's Forum Posts

  • This should be supported in the next beta release.

  • What I want to avoid is making users with their volume off have to sit and wait for possibly large audio files to download before the game starts. That's why I like the stream-while-loaded approach.

  • This is not currently supported. Audio streams during the game on-demand. Is there a specific problem you are having with this? Usually preloading can avoid any latency issues.

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  • If you read that thread, it is not something we can fix in Construct 2. You just need to make sure your project's 'Version' field is in a format that the Chrome Web Store will accept.

  • WebStorage is the best way to save progress client-side. Have you tried it?

  • For the record: if you have a sprite with a single animation frame with a bounding box collision mask, it should have identical performance to a tiled background. It will both render and collision test with almost the same code, so one is probably not faster than the other.

    The biggest performance difference people come across is using grids of sprites vs. using tiled backgrounds. A single tiled background showing a 10x10 grid of tiles renders as fast as a single sprite. However a 10x10 grid of sprites will render 100 times slower, due to there being 100 sprites. The manual warns about this in Performance Tips.

  • White spaces at the edge of the game are due to aspect ratios. Currently we don't support letterbox on CocoonJS or directCanvas so you need to handle this yourself. So for now the white spaces aren't a bug, it's just showing more of your layout than you intended. More info in supporting multiple screen sizes.

    30 FPS is a good result for a mobile game - some mobile browsers struggle to get 10 FPS.

    If you can demonstrate any specific problems with minimal .capx projects, we can possibly fix them. Unfortunately with the information you've provided we cannot fix any of those other issues.

  • Is there really power drain? I did not see anything about that in MS documentation, and I assumed it was a non-issue because other devices (iOS and Android) have their accelerometers and inclinometers always on, and that has never seemed to be an issue. Do you have an official reference for this you can forward me to?

  • It's been on our todo list a while. It was an oversight when we originally implemented global variables - for now a number being 0 or 1 should do.

  • patmar - the content exported from Construct 2 is not compatible with CocoonJS unless you use the specific 'Export to CocoonJS' export option, which is only available as a benefit of the licensed edition. I'm afraid we can't offer support when not using the intended workflow, so this topic is now closed.

  • Just use the CocoonJS launcher to give some stock examples a spin. That's what we do rather than build APKs.

  • Your example works fine here as well, in Chrome 22. None of the console messages you posted are anything to worry about (they are just the social buttons). Perhaps it's a problem your end? Have you tried any different browsers?

  • Have you seen the How to make Android games tutorial?

  • This isn't supported. However you can often achieve the same effect by composing objects out of multiple sprites, and moving those sprites at runtime.

  • I cannot reproduce any performance problem at all on iPad 2 or iPad 3 with retina mode off, so this problem seems exclusively to do with iPad 3's retina display.

    I am not sure why a certain window size would be considerably slower - I am fairly sure this is a WebKit/Safari bug, since we are running the exact same code either way - there's no reason our engine would be faster or slower either way. I would guess that certain window sizes either align or don't align with the main viewport, which enables or disables various optimisations (or even reverts to software rendering in some cases). Given that the iPad 3 is generally not fast enough to keep up with its significantly higher-resolution display, I would recommend just turning retina mode to 'iPhone only' or 'Never' for the time being.