Ashley's Forum Posts

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    In case you were wondering, we are not going to change this.

  • Lunatrap - aha - as documented...

    [quote:15npgv87]High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve light fringing that can sometimes occur along the borders of downscaled objects in medium quality mode. Do not use this mode unless fringing is observed, since it can use a lot more memory.

    Emphasis added.

    You have deliberately chosen an export mode that is documented as using more memory. Unless you see the fringing artefacts, set it to medium and the memory use should go down.

  • You will have to contact Nintendo, it's their website.

  • Good catch, thanks - fixed for the next beta.

  • You said it happens on all exporters, so I tried node-webkit, and I can't see a problem there. Can you post screenshots and demonstrate precisely what you mean by "connect the blocks" so I can make sure I'm doing what you're doing?

  • is right - you need to pass a layer parameter to the expressions for scaling to be taken in to account.

  • Thanks, should be fixed in the next beta.

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  • Still works fine for me here. Last I checked the Google documentation wasn't very clear: you actually only need a Client ID for a web app, but for native apps (which are documented similarly) you do need the secret as well.

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  • You can try using the Browser object's 'Request fullscreen' action. You usually have to use it in an input event though (e.g. on touch start).

  • The HTML5 export should work just fine on iPhone. There are no engine differences when running on iPhones.

    However IIRC there's a bug on iOS that makes iframes display incorrectly sometimes. The workaround is to add the scrolling and noresize attributes to the iframe tag as shown below:

    <iframe src="game.html" scrolling="no" noresize="noresize" allowfullscreen="true" />

    I threw in allowfullscreen as well so the game in the iframe can still use the Browser object's 'request fullscreen' (not yet supported on iOS but works in Chrome for Android).

  • AJAX should work fine over cell data connections. There is absolutely nothing different you need to do as a developer, everything is handled by the OS. However cell data connections can be really flakey and simply not respond for a while even with good signal (at least in my experience with my own phone...) I think you just might need to be patient!

  • iOS is much, much faster at distributing updates than Android. Apple publish official numbers here: https://developer.apple.com/support/appstore/

    One year after release, 92% of iOS devices are on the latest version. It only took ~3 months to reach 75%. I think it is fair to assume iOS 8 will see a similar update pace.

    Compare that to Android (official numbers here: http://developer.android.com/about/dashboards/index.html) where about a year after release, only about 25% of users are on the latest version. Android L+ will be equally great with PhoneGap, but obviously if it goes at the same rate as KitKat will take much longer to reach vast-majority status. Still, it bodes well for the long term, and in the mean time we have Crosswalk which provides an excellent real browser-based platform and runs on Android 4.0+ (currently 88% of all Android devices and still increasing).

    The compatibility problems and bugs in the non-browser wrappers like CocoonJS and Ejecta can be quite problematic for a lot of users. iOS 8+ will also be considerably faster with its WebGL support - possibly up to twice as fast. I think it is well worth targeting iOS 8+ / Android 4.0+ only for the vastly better compatibility and performance. You still reach the vast majority of users. The other way round you reach slightly more users, but have often severe bugs to deal with, and possibly lower performance for all users. Obviously it's everyone's choice to make themselves, but my confidence that it's a tradeoff worth making is part of the reason we deprecated CocoonJS.

  • I don't see what the problem is. First log in to Google Play Game Services, then join a room in the multiplayer object.

  • I have no idea - as per the tutorial I linked to, it's expected that memory use go down fairly significantly after export, maybe 25% or so.

    Random shot in the dark: what's your project downscaling property set to?