Ashley's Forum Posts

  • 0 opacity still draws the object, which has an effect on performance, but nothing visually appears.

    Invisible skips drawing the object at all which is faster. So instead of setting 0 opacity, set the object invisible.

  • Firefox 12 has overtaken Chrome in our benchmarks.

    I know we've traditionally always said to use Chrome because it's fastest, but Firefox 12 is really fast and beats Chrome in several places. So for pure performance Firefox 12 is probably the best now - however, for other qualities like smoothness and audio support, Chrome still does a bit better I think.

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  • Does the family have the same name as a folder? If so, it's a known and reported bug in r87 beta, it should be fixed in the next release. The workaround is to rename the folder.

  • Let me know how you find Windows Phone 7, I'm curious to know how it works compared to Android and iOS.

  • Have you tried the r87 beta? We fixed a problem with PhoneGap audio recently.

    As for the browser game, check for browser errors and you'll see all your audio files come up 404 Not Found. You probably need to set the right MIME types on your server.

  • You should position things every tick, or with the Anchor behavior (which positions every tick) - presumably you're just positioning stuff once on startup which breaks when the window size changes.

  • I don't think there's a width limit at all.

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  • Are you updating an old app? Try deleting the old one if you can, or upload it with a new name/id. I think the PhoneGap version is kept the same as the time you first uploaded it, and WP7 is PhoneGap 1.5+ only.

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  • If you're talking about Construct 2's AJAX request to _reloadpoll_, you can't turn that off... why would you want to anyway?

  • Well, the article has pretty much said everything. Generally, when using framerate independent physics, movement more or less looks the same, but it is not pixel perfect - there will be lots of very small random variations each time you run it, because dt tends to have small random variations. This made a lot of people complain because they couldn't guarantee that an initial setup would work the same way every time, so people might occasionally lose a game due to random chance, or they couldn't make it easy to guarantee a level was even possible. So by default it uses fixed - the motion will be almost identical, but exactly reproducible every time. I'd recommend using framerate independent whenever you possibly can get away with it because as the article says it's generally better, but fixed is just to stop people worrying about reproducability.

  • Every tick, add Sprite.Bullet.Speed * dt to an instance variable. That tracks the distance travelled. So whenever the instance variable is >= 50, spawn a dot and subtract 50.

  • Your closure has a mistake, you return "function (info)" but use "inst.", you probably wanted to write "function (inst)". Surprised that doesn't crash in Chrome.

    You should probably also only update the sprite's image when tmpImage's onload event fires.

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    Added first two to todo list... but flashing a solid color isn't really supported by the 2D canvas (although WebGL can do it). So that one will be longer coming, but you can work around by using an animation.