Ashley's Forum Posts

  • Can't reproduce here, works same as always. Did you change any of the install options of Firefox?

  • You can answer these questions yourself with measurements, but I really don't think it has any significant impact at all. "Every" events don't create timers that need to be tracked, they work more like a condition that says "the timestamp this event last ran is greater than X seconds", which is basically a simple number comparison, which is the kind of thing it is a waste of time to worry about.

  • I'm not sure it explains the original post in this thread, but there are reports of a bug in iOS 9.2 that breaks audio playback. I investigated it and concluded that the nature of the problem combined with the fact that it's a bug in iOS itself means there's not much we can do other than wait for Apple to fix it.

  • Isn't this just because your proxy is mis-configured? If the runtime can't load data.js by default, then presumably other AJAX requests will fail for the same reason, and possibly images, audio and video will fail to load too.

  • I don't think there was a report for this in the Bugs forum, unless I missed it. Please report all such problems to the Bugs forum in future to make sure I see them!

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    Another update:

    NW.js 0.13.0-beta2 is out, and with the next beta of C2, it's looking like most of the integration issues are solved, so the NW.js side of things seems to be working smoothly now.

    However it appears Greenworks doesn't yet support the 0.13 branch yet. Their page only mentions 0.12 support and I get an error trying to use it with 0.13. I've logged an issue on their github here: https://github.com/greenheartgames/greenworks/issues/64 and sent the team an email to check on the support status. So the next beta will not have Greenworks support still, but when we sort out Greenworks support for 0.13 we should be able to update the plugin again (and hopefully add more of the latest Greenworks features).

    For shipping the plugin with C2, I'm hopeful the release after the next beta can be a stable. If this is the case, I avoid making any serious changes for a stable release (had too many disasters in the past with that), so even if the Greenworks plugin is working before then I'd postpone shipping it in C2 to the next beta release after that. Still it shouldn't matter much if there's an updated plugin you can install separately.

  • It's not valid to use loopindex outside of a loop, so closing as not a bug. As it is, you'll be using whatever loopindex value was left behind by the last loop.

  • Debug is fixed in the next build. You can get the "reload app" menu to appear if you click in the black bar space in letterbox mode, or on the window caption I think.

  • You could use JSON, but then you can't use functions like in your example. I think it would be best to create an ID or handle to these complex objects, such as a number or string of random characters, and use the objects in terms of that. For example you could have a set of expressions to get each property from the ID.

  • The edit-time restrictions are very general purpose, e.g. preventing two triggers in one event. It's true the C2 event system has no model for exceptions - typically things resort to empty values or no-ops, which I think is reasonable given the goal of making the event system easy to use: instead of trying to figure out why exceptions are breaking everything, events tend to continue to work anyway. Some plugins use an "On error" trigger so the user can find out if something went wrong, I'd suggest using that model as well.

  • The files in the original report are definitely MP3 files, which is almost certainly the cause of the reported issue. If you think there are any other issues here, please file separate reports for them.

  • I've not been able to reliably reproduce this on an iPad Air 2 running iOS 9.2 - occasionally when bringing back Safari the audio would seem to cut out, but I never heard it playing distorted, and after a while it just worked every time. I'm not sure there's much we can do anyway - it sounds like a bug in iOS and the workarounds I've seen basically involve destroying the audio context and recreating it, but that is very difficult given C2's audio engine as pre-allocated audio buffers and effect chains which would all also need to be torn down and recreated, and then trying to support resuming audio (like the way music resumes when you bring back the app) would be incredibly difficult. I think we will just have to wait it out and hope the next iOS update fixes it.

  • Perhaps it's the same problem as this?: https://www.scirra.com/forum/sound-stop-playing-after-a-short-break-of-inactivity_t166126

    In that report, if Chrome for Android sits idle for 30-60 seconds not playing any audio at all, there's a bug that stops any more audio playing. It's a bug in Chrome (linked to in that thread) and there should be a workaround in the next build. Maybe that will fix it.

  • I found the problem in the end: those aren't Ogg files, they're MP3 files which were just renamed to .ogg. NW.js can't play MP3 files but Chrome can. So in fact you must have incorrectly imported the files somehow, or did you think renaming the file would convert it? (It doesn't!)

    This also explains why Asmodean's workaround works: you convert the MP3 to WAV, then re-import it, then C2 encodes a correct Ogg Vorbis file.

    NW.js should always report useOgg = true in the console. I just double-checked this and it does. The dopplerFactor message is irrelevant.