Ashley's Forum Posts

  • BTW until this is fixed, I've heard there's a workaround - if a tab is playing audio, it's not suspended. This is a reasonable thing for a game to do, so if you play a quiet music track or something, and set the Audio plugin to play in the background, then it should also keep hosting the game. The multiplayer demos in C2 don't do this, but perhaps your own games can. Hopefully Google will fix this with a better solution soon.

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    It should work on all platforms, yes. Have you tried it?

  • The fact canvas+ (and really all non-browser engines) lacks so many features far outweighs any performance difference. Web Audio, form controls, XML parsing, standard-compliant inputs, sometimes even letterbox fullscreen, the list goes on and on. Fast and broken is worse than slower and working. If you can delete features to make something faster, it's not particularly useful if you need the features that got deleted. Note that (at least in the past I saw) it has other problems that come in to play as you increase the scale of your game, such as lacking the memory management that browsers have, so games tend to crash due to running out of memory where they would work in a real browser engine.

    We deprecated non-browser engines a long time ago and I firmly believe no C2 users should use them, even if they're faster in some cases.

    Modern webviews don't have any file size overhead. For example on Android if you target 5.0+, the APK is small compared to the size including Crosswalk. By the end of the year Android 5.0+ should be on the vast majority of devices. It's already at about 2/3rds worldwide.

  • Why not increase the scale of your game?

    If we made a new behavior every time someone wanted it to be slightly different, we'd end up with 10 versions of the same behavior, and beginners in particular would have no idea why they're even there.

  • Can't you lazy load (just load them at the point you first need them) rather than trying to read everything on startup? For example loading 8 languages is especially wasteful if the user is only going to use 1!

  • This is a closed bug report. Please file a new bug report following all the guidelines if you still have issues.

  • There is always a performance difference between OSs, versions of the same OS, and different hardware.

    AJAX works properly, since your example functions correctly.

    GPU acceleration has no effect on this, since loading something from disk doesn't involve any rendering.

    You can mitigate slow loading with the usual techniques: load less, lazy-load (only load it the first time you need it), find another way of storing/loading data, etc.

  • The original bug report used 8 direction right? The platform behavior does make special provision for moving platforms, and has a clearer main axis of left & right with jumping. In that case moving solids may work better. For example if a wall is moving right, the push-out-of-solid algorithms should know to push you right, rather than 8 direction which can choose any direction. Really it depends on the particular behavior and circumstances.

  • I don't think so. Sometimes loading a lot of content takes a while!

  • Yes. The bug report guidelines describe what to do.

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    Turns out I just configured it wrong. The latest greenworks does work with 0.19.4! So, updated with a new version of the C2 plugin - see the original post for link & new instructions.

    I released NW.js 0.19.4 for this Greenworks update too, since you tend to have to exactly version-match everything or it doesn't work. You can download it now from https://www.scirra.com/nwjs

    Also note as of this update, there's a new sdkencryptedappticket library you need to add for it to work. The instructions in the original post have been updated to cover this. It's basically just another DLL you have to copy over.

  • Are there any devices still in wide use that have a 640x360 display? That seems tiny. The lowest I've seen lately is 1280x720. Given most mobile and desktop displays have resolutions in the same ballpark, it doesn't seem necessary to treat them any differently.

  • I did a WKWebView iOS build with PhoneGap Build and it was perfectly fast on an iPad Air 2 running iOS 10.2. It loaded within a few hundred milliseconds. It wasn't instant, but that's definitely reasonable performance.

    Besides, WKWebView improves Javascript performance, but loading files from storage isn't affected by that. So I would not expect to see any performance difference on this test vs. UIWebView. Also, it's possible Android devices have higher-quality storage and better performance for this particular test.

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    Ergh, I can't get it to work: https://github.com/greenheartgames/greenworks/issues/118

  • It's correct in landscape. In portrait it's rotated, but in that case it's kind of correct - you had rotated the actual physical camera, which presumably returns images with a fixed orientation, so the image returned is rotated.

    Most software on iOS probably auto-rotates images somehow, maybe by using image metadata in the photo? C2 doesn't have access to that info I don't think. I'm not sure if this qualifies as a bug or not, or if it ought to be Safari that returns a rotated image instead.