Ashley's Forum Posts

  • It is the same bug. See how to report bugs which tells you how to check for browser errors, and the same error comes up.

  • I can't reproduce this, can you post your .capx as described by how to report bugs?

  • Have you tried rebooting your computer and making sure your speakers are turned up? Sometimes the audio driver can crash and stop playing anything. (Not a problem with any particular browser, it could happen any time)

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  • As far as I can see, DomTop is not set anywhere inside the loop. This means every time the loop will always either stop immediately, or run all the way to the end of the loop, because the conditions never change while the loop is running.

  • I'm afraid I'm not keen on the idea of showing them in the project bar or giving them properties - I think a single function is too small a thing for that. It would be like giving every single event properties and an icon in the project bar. It could get very confusing!

  • 1. That's right, it increases the canvas size and compensates by zooming.

    2. Any desktop computer using hardware acceleration should be able to draw at any resolution without any big performance difference. Are you sure these computers are using hardware acceleration? Which browsers did you try and do they have up to date graphics drivers?

    • Post link icon

    firebelly - we only expose what the browser gives us. You might have to try different drivers, or try getting the browser makers to improve support.

  • Assertion failures are always bugs. Moving to bugs forum, can you share your .capx as per the 'how to report bugs' guide?

  • Hi all,

    There's a minor update to the Javascript SDK following r96. Click here to download it again:

    http://www.scirra.com/downloads/javascript-sdk-template.zip

    From the r96 changelog you may note the following performance item:

    ..the javascript code for actions, conditions and expressions not actually used in the project are now removed by Closure Compiler when exporting. This helps reduce the download size and improve startup time on mobile (since there is less javascript to parse).

    In order for unused conditions, actions and expressions to be removed by Closure Compiler, they have to be written with a slightly different syntax. The old style was this (only actions shown, it's the same for all three, and same for behaviors except using 'behaviorProto'):

    // Actions
    pluginProto.acts = {};
    var acts = pluginProto.acts;
    
    acts.Action1 = function ()
    {
         // ...
    };
    
    acts.Action2 = function ()
    {
         // ...
    };
    
    // ...

    Unfortunately Closure Compiler is not able to remove unused conditions, actions or expressions with this style of code. The new syntax is:

    // Actions
    function Acts() {};
    
    Acts.prototype.Action1 = function ()
    {
         // ...
    };
    
    Acts.prototype.Action2 = function ()
    {
         // ...
    };
    
    // ...
    
    pluginProto.acts = new Acts();

    This way has the same result at runtime, but Closure Compiler can remove unused conditions, actions or expressions. This helps keep the runtime slim since only functions your project actually uses are kept in the resulting javascript.

    All official plugins and behaviors have already changed to the new style. Note the old style is backwards compatible and will continue to work at runtime just fine! You do not need to change old plugins. However, every single condition, action and expression will be included regardless of if they are actually used. Download the new SDK template and overwrite your current one if you've saved it, and this will make sure you use the new style for all future plugins.

    Thanks for your help with plugin and behavior development!

  • It would definitely make sense to shrink it to 4096x4096, simply because then you only need 4 tiles at 2048x2048 - at 5000x5000 you'd need another 5 tiles just for the edge bits which is probably going to be a pain.

  • Nice results! I guess the SGS3 has a really good GPU, and that helps it run way faster! It's gone from the slower to the faster one.

  • Armitage1982 - Awesomium is literally Google Chrome in an EXE wrapper. So pretty much anything Google Chrome can do, Awesomium can do. Since you can make HTML UIs and in-game browsers in Chrome, so you can also in Awesomium.

  • jourdan - it should be ready in a few weeks - really it's Ludei's job to get it working, they're the company who make CocoonJS. Out of interest, what was the framerate with CocoonJS? Did you get 60 fps?

  • It doesn't crash, that's actually supposed to be a real shortcut to close the application. Our UI library implements it. If I could find an easy way to turn it off I would...

  • Please just make a minimum new project which reproduces the issue as described in how to report bugs.