Ashley's Forum Posts

  • Ludei make me facepalm. cancelAnimationFrame is the standards-compliant name and always has been, it's Ludei who invented a different name ("cancelRequestAnimationFrame") and broke it, yet they still thought it was the W3C's fault...

  • We fixed a bug with 'invoke download' recently. Have you tried the latest beta?

  • There is no 'solved' option, I don't see much point in it either (it might discourage someone from checking the thread and posting a better solution).

    It would however be useful to post what you did wrong and what you did to fix it, so others who find the thread in future can learn from it.

  • Adding events doesn't create anything in the global namespace!

  • Our signalling server is running on a high-end server which is currently yet to hit 1% network utilisation... so I wouldn't worry too much about the load on our server!

  • Very slight inaccuracies or rounding of floating-point numbers happens at the CPU level on all architectures and affects all the software on your computer. You simply have to design your game to tolerate slight inaccuracies, for example instead of comparing X = 64, compare abs(X - 64) < 0.01, so there's a small amount of tolerance.

  • Closing as not a bug.

    Read the manual entry: https://www.scirra.com/manual/154/pathfinding

    First of all a cell size of 0 is not valid, so it uses the smallest valid value. This causes an incredibly extreme CPU workload for pathfinding, since it is a long and complicated process to determine a path. Use a sensible cell size.

  • The signalling server needs to be a central point for peers to meet, so everyone knows where to go to find other players. This makes it difficult to run anywhere other than a public web server with a fixed name (in this case multiplayer.scirra.com). However if two peers are on the same LAN, then WebRTC will figure this out and connect them directly to each other for the actual gameplay, so you have near-enough zero latency for the game itself.

  • Closing as not a bug. It is working correctly. Floating point calculations do not happen with infinite precision. The rounding happens at the level of the CPU circuitry and affects all the software on your computer. You simply have to design your game not to expect exact results.

  • I would strongly recommend you simply do not use big images. As the blog post mentioned, professionally-designed games don't do that.

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    Autorunner runs a solid 60 FPS on my Nexus 5 with Chrome for Android. Some older devices are pretty weak, especially if they have a blacklisted driver and get software rendering. This is not Construct 2's fault, it's just crappy software on the phone. It's worth trying both Chrome and Firefox for Android in case they're faster (the Android stock browser sucks).

    If you share your actual project which you are having performance problems with, we can test to see if there is something slow in the engine, or make suggestions as to how to optimise the game.

  • Lunatrap - if it's just one keyboard event that's triggering twice, can you reproduce it in a new empty project? If there's a problem we can probably fix it immediately off the back of that, but without it we might not be able to get anywhere.

  • - make sure you download & extract the zip directly from OS X itself. As noted in the release notes when Ejecta first came out, if you do it on a PC first then copy it over, it changes the file permissions and breaks it.

  • This isn't surprising: Google have been publicly working on a Chrome-powered webview for Android since KitKat came out. It doesn't yet have GPU acceleration or WebGL support but looking at their own public bug tracker the next version of Android should catch up completely. This would mean the normal WebView would be comparable to Chrome for Android in features and performance, like Crosswalk. So a normal PhoneGap Build project would run really well on Android (but only that version and newer, so fragmentation will be a pain, and Crosswalk will remain useful for a long time since it works on 4.0+).

    I'd expect they go further and create their own way of publishing "pure" HTML5 apps - like Windows 8 supports, where it's not a web view control in a native app, it really is a whole app made from HTML5 - and possibly also support Chrome Web Store apps, or merge the stores. So then web apps, Chrome Web Store apps, and Android apps all become more or less the same.

    This is great news for Android support! The only problem is how long it will take for the next version of Android to get a wide install base - after they actually release it

  • Save the JSON to WebStorage. In node-webkit you can alternatively use the node-webkit plugin to write a file to disk, but WebStorage still works in node-webkit as well so you may as well use that.