Ashley's Forum Posts

  • Yeah, welcome to native development. One of the advantages of web delivery is you don't have to deal with all of this. It was a constant thorn in our side when we were working on Construct Classic, too.

  • Positioned sound requires Web Audio API support, and some browsers like IE don't yet support it. If it's not supported, positioned audio will play back like ordinary audio (full volume, no panning). This is documented.

  • I don't really want to for a couple of reasons:

    • the workaround looks like it's based on timers, which means it probably can't distinguish between genuine fast inputs and buggy inputs
    • it's hard to accurately identify affected devices, so the fix could end up being applied to the wrong devices and unnecessarily affect input where it would otherwise work fine
    • AFAIK, Chrome for Android is not affected, and you really should be encouraging everyone to use that - it's far faster and far more reliable, so your game will overall run significantly better. And if we worked around the stock browser issue, it reduces the incentive to use Chrome.

    In the past we've tried hacky workarounds like this and it just ends up with more bug reports since the workaround has unpredictable side-effects. The best workaround is just to use Chrome!

  • amir - no, you either have to have the original uncompressed video, or you have no choice but to transcode between compressed formats which can degrade it further.

  • CocoonJS does not support memory management. It will load the entire project in to memory on startup. This makes it use considerably more memory than the C2 estimate (which applies to platforms which support memory management - all of them except CocoonJS). Despite our best efforts to help them, Ludei never fixed this. It's one of the reasons we've deprecated support for CocoonJS. As a workaround, use any exporter other than CocoonJS and it will probably use much closer to the estimated memory in C2. We recommend Crosswalk for Android.

    BTW, yes, transparent pixels still take up memory! The entire image rectangle uses memory, transparent pixels is just another "color" as far as the image content is concerned.

  • tomsstudio - I meant, it's fixed in the next build. 'high quality' does not make the last frame the same as the others, but it should.

  • Closing, please follow the guidelines: there is nothing we can do without the .capx and steps to reproduce. The crash message is full of junk and the screenshot is just a picture, there's no useful information in either.

  • CocoonJS and Ejecta are not real browser engines and basically don't support a DOM, so you can't create any HTML elements. We've officially dropped support for CocoonJS and will likely drop Ejecta in future as well, largely because of the many limitations that come from working with non-browser engines.

    • Post link icon

    Closing, please follow the instructions from Nintendo to obtain the plugin. Due to NDA restrictions we are not allowed to distribute the plugin any other way.

  • See Delta-time and framerate independence. All the built-in behaviors already use dt, you don't need to use it with them.

  • It's spritesheeting correctly, but it previously didn't pad out the last frame if it was by itself. This meant the last image only is a non-power-of-two size and doesn't get a mipmap, affecting the downscaling quality. Since you have 'Downscaling' set to 'High quality' I guess you want it to preserve this case, so when that option is chosen it will also pad out the last animation frame to a power-of-two size, which fixes this case.

    BTW your animations are really wasteful. The image is very large, but only a tiny part of it changes. The "farm" object now comes out as 3 2048x2048 spritesheets, using 50mb of memory for that single object alone. However such a tiny part of the image changes that you could easily have a static background with just a small segment changing, using probably only ~1.3mb for the changing segment.

  • Can't reproduce on an iPhone 4S running iOS 8. Safari mutes audio until you touch the screen, and mutes it again after pressing refresh. So after step 3, if I touch the screen again it starts playing audio again.

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  • The aim of the reputation system is to emphasise quality, not quantity, of contributions. So we specifically want to avoid "quick-fix" ways to get loads of rep.

  • As always, my answer is the same...

    If you can measure a performance difference: yes, it matters

    If you can't measure a performance difference: no, it doesn't matter

  • You are worrying about the wrong things.

    The things that matter are documented.