Ashley's Forum Posts

  • Can't reproduce, works fine on Chrome for Android and Safari on iOS 10 here.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • It works fine for me in Chrome 54, Windows 10, with a wired Xbox 360 controller. However it doesn't seem to work in NW.js. So I think our code is correct but NW.js isn't seeing gamepads. I filed a NW.js bug to follow up. Closing this report.

  • Closing as not a C2 issue. If a problem is different across browsers, that usually indicates a variation in the browser engine.

  • Closing as won't fix - the way dt works is by modifying the time step per-instance, but unfortunately the physics world must step with a single dt for the whole world, so I'm not sure we can work around this.

  • NW.js 0.18.1 now available: https://www.scirra.com/nwjs

  • Or just the normal HTML5 export, which has virtually no overhead at all.

  • You can't run javascript in other tabs. That would be a huge security flaw in the web. For example a malicious page could open your Facebook page and send all your photos to the malicious page owner. So actually it's a pretty good thing you can't do that.

  • We want to, but it takes a lot of web design and co-ordination to sort out each game, and we're always super busy so it's hard to fit it all in.

    Hopefully as Laura's post shows we're still trying to help with promotion!

  • - thanks for sending the .capx. It looks like WKWebView mode can spike memory usage while loading. The next build has a mitigation which should help a lot with that.

  • Just a quick update, it turns out NW.js 0.18 had a bug which broke Construct 2 games. It's already been fixed though and apparently there will be an 0.18.1 release tomorrow. Assuming that works, we'll have a NW.js update out then.

    That would also explain why you couldn't get 0.18 to work!

  • As of the latest beta, UIWebView should be working again. So if you have trouble with WKWebView, you should be able to move back to UIWebView and have it work on iOS 10 as of r237. There's also a few more WKWebView fixes in that build. It's unusual for minor iOS releases to make any significant changes, I would initially expect that if it's not working it's not the iOS update that broke it, but who knows.

    The new WKWebView detection code should be working OK, if you change it you'll probably just break things now. In general if you change the runtime script directly without properly understanding what you're doing, you're probably just going to break things and waste time and increase your own frustration.

    Honestly I'm not sure what you want me to say, I'm not telepathic and I can't magically fix the problem because you complained in the forum. WKWebView can sometimes use more memory, so maybe your app is running out of memory. I kind of just have to assume that's what's happening. If you don't provide your .capx or submit a bug report what do you expect me to do? I do test with a few large projects that I've been sent in the past, including source files for Airscape and The Next Penelope, which work fine everywhere I've run them (which is not everywhere, we support loads of platforms and configurations, but the point is I do and can test with large projects). The main problem with these demos though is they're designed for PC, both in specs and user input, so I'm always happy to have different large projects to test with. I do sometimes test very large projects, and it runs out of memory and crashes, and so I have to say sorry, you need to reduce the memory use.

    If you don't think running out of memory is the problem, you can still try to reproduce it: create a new empty project and just jam it full of your game's images/assets/whatever, and see if it breaks sooner than it ought to considering the device's RAM. If it does, now you have an ideal .capx to submit for a bug report. IIRC nobody has done that, for NW.js, for Cordova/WKWebView, etc. Considering it has been very common in the past for people to make games that waste memory and crash the app and then blame Construct 2, I sort of just assume it's that unless you can prove otherwise.

  • It works on all platforms, including mobile.

  • We should have an official installer out shortly for NW.js 0.18. I think updating from the direct download is easy to make a small mistake and break it!

  • nothing has changed in the performance department on mobile,

    I've written a number of blog posts, with objective measurements, that show it has. I don't think the fact one game that potentially has a performance issue outweighs all of that?

    [quote:7mdwrekc]I feel that Scirra should take over the development of some of cordova plugins directly related to C2 core functionalities

    I agree. Hopefully we will start this soon.

    [quote:7mdwrekc]I feel like there is a big push on your part to make newbie friendly deployment of apps on android and ios, with phonegap build and intel xdk, but when such products produce all kind of errors, there is clearly something wrong, something that might turn to be off-putting for inexperienced users.

    I don't think anyone properly appreciates how many people are successfully publishing Cordova/desktop games with Construct 2. If everything works fine, there's not much reason to post to the forum. If things don't work, people tend to come and post on the forum. I think this creates a distorted perception that these tools are not working at all. For the most part, I think they are working fine. That's not to say nobody has issues with them, there are bugs and issues like with any technology, but I think it's blown out of proportion.

    [quote:7mdwrekc]on ios is a know issue that you need an initial touch to start audio, as outlined by you in a comment

    Yes, that's true, it's a restriction Apple enforce. It only needs one touch though then all audio will play back fine.

    [quote:7mdwrekc]on ios audio is definitely not low latency as it depends on the webview

    As far as I am aware, sample-accurate playback works on iOS, in both webviews - they both support Web Audio.

    [quote:7mdwrekc]it would be much better to interface with something like this: https://github.com/floatinghotpot/cordo ... ativeaudio

    I am baffled as to what to do when on one side, we are criticised for relying too much on third-party code, then on the other side, people are suggesting to solve problems by relying even more on third-party code. And that project appears to be relatively unmaintained (last changed 7 months ago) and has open bugs like sound doesn't play on iOS 10...

    [quote:7mdwrekc]I will be more than happy to provide you with the full capx of Pigs in the Oven it's around 30mb if you are ok with that I will send you a pm with the dropbox link, I will include a list of all the issues that I've been facing with intel xdk.

    Sure, please send it over, I want to take a look and see what is going on. I have PMs disabled on the forum, please email me at ashley@scirra.com.

  • The point of dt is to handle different framerates at the same real-world speed.

    If something already uses seconds instead of frames, e.g. "Wait X seconds", "Every X seconds" etc, then it already works at the same real-world speed, because 1 second is still 1 second regardless of your framerate. So if you add dt it is simply wrong.

    I think asking this question is a sign you don't quite understand what dt is for yet...