Ashley's Forum Posts

  • Yes, the IAP on Android should work in Crosswalk too actually, edited the OP to indicate that. I'm mostly interested in whether or not it works, I'm just looking for "yeah it works" to give us some confidence going in to a stable release.

    You always need to authenticate the user on start of any game for Game Center to work.

  • Yeah, well as you mentioned the disadvantage of a cap like 0.02 is a few seconds of lower framerate will run the game in to slow-mo for a few moments, which is disorientating for the player - kind of like randomly varying the timescale during gameplay. I'm not convinced that's a better solution. I think we want to aim for a value that just cuts off the spikes.

  • Over the last few betas we've added some interesting new PhoneGap features, including:

    • IAP object support on iOS and Android (for Android, it should also work with Crosswalk if you add the com.mcm.plugins.androidinappbilling plugin)
    • Game Center for iOS
    • iAd for iOS

    These can be tricky for us to test, since to make 100% sure they work basically involves publishing to the app store, and we don't have any publishable apps ourselves.

    Bug reports are useful to report negatives ("it doesn't work"), but in this case I'm also looking for positives ("I tried it and it did work"). Has anyone tried any of these features on PhoneGap? How have they been working out? Are they working OK? We're due a stable update soon, so it would be good to have some positive feedback that they are working before we ship stable.

    Thanks!

    • Post link icon

    Locked, no need to use such language. Also looks like some edits or deletes were made since the thread makes no sense now, so assuming something nefarious went on there.

  • All it does is add up the bandwidth in/out in bytes in the past second, and since the value updates every second, accumulating it every second should give you a reasonable value of the bandwidth as measured by the payload.

    What is it different by 70% to? What else are you measuring it with?

  • I think 45 FPS is way too high a limit to require for the game to work correctly. Basically you're requiring a constant 60 FPS for the game to work correctly, but what about slow systems, or just moments of the game where suddenly it becomes extremely busy on-screen with a sudden burst of activity and it momentarily dips the framerate? You can't allow that to break the game, because it could easily happen.

    Currently the maximum value of dt in the engine is 0.1. Also if it goes over 0.5, it sets it back to 0 on the assumption the game is not actually running any more and should be paused. What do you propose as new values for these?

  • Well, we don't officially support CocoonJS any more (in part because of bugs they never fix, surprise surprise). So of the officially supported platforms, the restore action should work.

  • This could be extremely difficult to fix. The platform behavior is very complex and has seen a lot of edge-case bug reports like this that mean every line of code is very carefully tuned. As we've found with previous reports and fixes, even minor changes can cause a cascade of other edge cases which then need to be fixed and generally causes even more headaches.

    The workaround however is very simple: just make the object shorter. Is that a workable solution?

  • I can't reproduce the "+2" bug with the real-time game multiplayer template. I managed to become host with the name "y", which is a single character, proving that the multiplayer engine supports hosts with a single character name without adding "2". The most likely cause is the name was already taken, which is more likely with single character names since there are fewer options.

    If nobody can connect to you, it suggests your NAT is blocking inbound connections. This is not a Construct 2 bug. It's to do with the architecture of the internet. The first multiplayer tutorial covers this in part.

    Closing as I don't see any evidence of Construct 2 bugs here; most likely you are just confusing various issues of Internet architecture, server name assignment, and perhaps muddling your events with displaying player aliases. In order to investigate bugs we need clear unequivocal proof that the problem is in Construct 2 and not a mistake in your events.

  • Closing as won't fix. Firstly 'Destroy' doesn't immediately destroy the object; it is flagged to be removed at the end of the next top-level event, so will continue to exist available for picking in subevents. Secondly 'Create object' does not really fully create the object until the end of the next top-level event, and it cannot be re-picked using "pick all" in sub-events until the end of the next top-level event. 'Create object' does however pick the object that is created, so if you set B's position immediately after the create action and just delete the sub-event it works.

    The fact objects don't really create or destroy until the end of the next top-level event is an architectural limitation and it could not be worked around without great difficulty.

  • I think it's a dumb feature since it encourages plugin developers to make incompatible changes which are a pain in the ass for everyone using the plugin, and meanwhile nobody gets bug fixes or other improvements unless they opt in to them. But it was easy to add so your requested syntax will work in the next build.

  • Changed for next build.

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  • Thanks, should be fixed in the next build.

    Colludium - this bug refers specifically to a case involving global layers. If you get an error without using global layers, it is probably a different bug, so please report it separately.

  • Thanks, should be fixed in next build.

  • It's just an oversight. I didn't think it was a serious problem. When merging it's not a big deal which way you merge the expanded/collapsed state, right?