Ashley's Forum Posts

  • Glad to hear it works - I'll make a .2 release tomorrow to get some broader testing in and if all is OK then that can turn in to a stable release.

  • Interesting, last I looked you needed to run your own server to handle IAP, but looks like this has changed. I'll look in to integrating this with the existing IAP object.

  • It only updates what it's displaying. However the browser may have to do a lot of redraw and re-layout if lots of values are changing, so it can take up lots of CPU. It's kind of normal in all software development that the debugger adds a fair amount of overhead itself.

  • Mobile devices often have weak hardware and using lots of shaders is a sure way to kill performance. See also Performance tips

  • I'm still not sure what you mean. Construct 2 doesn't have any built-in orientation checking. There is no "On landscape" trigger. There is an "Is portrait" condition in the Browser object, but it just checks if the screen width is narrower than the height, which should work on any device.

  • Are you using a project folder? If so it only saves what you change and doesn't have to compress a zip, which should be fast. So if you've only changed one event sheet since your last save, it will only replace the .xml file for that event sheet when you next press save. (When using a .capx it has to zip the entire project every time you save regardless of how small the changes are, which for large projects can get slow.)

    If you have 1000 events in one sheet, it will have to save 1000 events every time you make even a small modification to the sheet - so splitting large sheets in to multiple sheets and including them could make it faster.

    Not sure what to do about preview times, it doesn't do anything particularly CPU intense on preview other than generate the project data for javascript. Could you send me your project so I can see how long it takes to preview myself and maybe profile it?

  • The screen uses more battery than the CPU or GPU in modern phones, so even if the game is inefficient it will be less important than simply how long the user has their screen on and its brightness level.

    Only redrawing small sections of the screen is surprisingly complicated to implement properly, and will actually involve a fair amount of CPU work to correctly calculate the changed region. GPUs are often so fast that it could actually be slower in some cases than just redrawing the whole screen anyway. Simple approaches are often fast ones.

  • tumira - we use a standards-compliant way to retrieve those values. If it doesn't work, either the device does not have the necessary hardware, or the browser is missing the feature. Either way it's Amazon's responsibility.

  • johnsmith - your example also uses nonsensical events - I have no idea what you expect 'trigger once' underneath a loop to do, it just doesn't make sense. If the above fix doesn't work in that case, try making as simple as possible reproduction .capx and posting a new bug report (following all the guidelines) for that. As far as we are aware the Dictionary plugin is working fine and it's also a very simple plugin so it would be surprising if something was wrong with it.

  • OK, I looked in to this a bit more carefully and think I might have found the cause. Instead of doing a full new release can anyone affected by different trigger behavior try the following:

    1. Download https://dl.dropboxusercontent.com/u/15217362/r167-fix.zip

    2. Extract to <install directory>\exporters\html5, replacing the eveng.js and preview.js files already there

    3. Restart Construct 2

    4. Test again and see if fixed

    Let me know if that resolves the issue.

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  • - that's nothing to do with CocoonJS, it's just it can't run the minifier. Check you have the right version of Java installed and that you don't have any broken third party addons. (A plugin with a syntax error for example might cause the minifier to fail)

  • Try re-exporting Bounceline in a recent build. When IE11 originally came out we had to work around some bugs in IE's WebGL implementation, including to do with text rendering. It should be fixed now but old exports will still have the bug.

  • You're doing something wrong. Multiplayer tutorial 3 shows how to link peer IDs to players. You must set it to an instance variable in an 'On created' event.

  • I've updated the next build to detect Kindles as mobile devices, but what do you mean by "orientation detector"?

  • As with cross-domain AJAX requests, the server must respond with the Access-Control-Allow-Origin header to allow cross-domain loading. In this case it looks like you're trying to load an image directly off Twitter's server, and they don't want you to do that because they don't specify Access-Control-Allow-Origin, so it's blocked.