Ashley's Forum Posts

  • If it's a simple free game there's always publishing it to the web, where it's the download size only. iOS 8+ has no file size overhead with PhoneGap and from Android L you can get Crosswalk-like performance and features with PhoneGap and no extra filesize overhead, so it's basically a temporary solution to support older Android 4.0-4.4 devices and will be unnecessary eventually. Until then I think it's worth the extra file size overhead, which is to bundle the Chromium browser engine with the game for maximum performance and best feature support on devices which have otherwise poor built-in browser support.

  • Closing as by design, it's a quirk of the engine. Duplicate report with more explanation here: https://www.scirra.com/forum/sprite-object-is-not-destroyed-properly_t116572

  • Thanks, good catch. Should be fixed in the next build.

  • It looks like it's working correctly. By turning 'parallax in editor' on, you are making the editor display it like it does at runtime, and objects on a parallax 0,0 layer are fixed in the viewport. Since the editor viewport is a different size to the runtime viewport, it doesn't line up the same way. I can't see that this has anything to do with global layers either (it works the same - correctly - with global off). Are you sure it worked differently in r178?

  • Thanks, good catch. Should be fixed in next build.

  • A Moto E goes for $119 and has 4GB of storage. 60mb represents about 1.4% of its storage space. Are you sure that's a problem? BTW as of Android L you'll be able to publish with PhoneGap, which should work just as well as Crosswalk and without any extra filesize overhead.

  • Even if we supported it, without a full DOM, Web Audio API, WebRTC etc. etc. it will be an ongoing compatibility nightmare. A big factor in dropping CocoonJS support was the perpetual support headache of users running in to those same missing features again and again. So no, if it is missing such major features, I don't want to support it.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • These kinds of questions come up from time to time, so instead of answering repeatedly on the forum I wrote a new manual entry covering memory use:

    https://www.scirra.com/manual/183/memory-usage

  • All the form control plugins do is create a HTML element and float it above the canvas. In theory you can create any HTML content and float it above the canvas in the same way. Take a look at the implementation to those plugins to see how it's done.

  • There still should be newer Intel drivers available unless it's really old hardware... you should just need to go to their driver auto-detect page and it'll give you the right one, I don't think "generic drivers" exist for graphics hardware so probably means you got the wrong driver...

    In Chrome and the latest IE11, we use a special flag to avoid software-rendered WebGL mode, so that shouldn't happen any more.

  • It's not supported on PhoneGap Build yet, it's only supported with Crosswalk. PhoneGap Build need to upgrade their system to support it, which they say they're working on.

  • Without Crosswalk you'll just get the standard Android system webview, which is generally slow and missing lots of features prior to Android L.

    Is the file size such a big deal? Lots of people have broadband and large storage these days.

  • Closing, spacedoubt is correct. This rounding happens in the floating point representation at the CPU level and it basically affects all software universally.

  • - no, AdMob can't be built with PhoneGap Build right now, it's only supported on Crosswalk at the moment.

  • No, if it's not a real browser engine, not interested. Sounds like just another Javascript engine with cherry-picked features bolted on, which are compatibility nightmares (see: CocoonJS, Ejecta).

    [quote:1e1vcyam]Cocos2d-Js supports running game code as native application in Cocos2d-x JavaScript Bindings without or with little modification

    So they support a full browser-compatible DOM, Web Audio API, WebGL and WebRTC? Hmm, I doubt it if it's not a browser.

    [quote:1e1vcyam]This approach is about 10x ~ 20x faster than HTML5 games even when they use accelerators like directCanvas

    This is probably based on out of date measurements - directCanvas changed name quite some time ago - so it's probably no faster, and likely actually slower on iOS 8 since custom JS engines can't JIT compile.