Ashley's Forum Posts

  • Old systems did not support alpha channels in images, so they would make a special color (often magenta) that would not render, so would appear transparent. These days it is completely redundant, because PNG has full alpha channel support so the image itself can contain varying levels of transparency.

  • Some low-end laptops (and possibly PCs?) do not have any VRAM, and share system memory like mobile phones do. Also Steam stats are likely biased towards high-end gaming systems, and it still says about 5% of users have only 256mb VRAM, so I'd consider that the limit if you want your game to run effectively universally.

  • This thread contains no .capx files so is basically no help to us for fixing any problem there might be.

    The only thing I can think of is r166 might change the way event sheet includes placed in disabled event groups work. Is everyone affected using includes in groups and sometimes disabling the group?

  • Closing as not a bug.

  • Good to hear it's improved! The latest build did do a fair bit to ensure triggers firing is faster and creates less garbage. Hopefully we'll be able to keep making improvements in future too.

  • KFC - promising results, but does it point to a source code file and line number in the error log? Or can you send me your .capx file? I can't do much without either.

  • Hi all,

    The new Ejecta exporter for iOS currently suffers the same problem as CocoonJS: it will try to load everything on startup, which makes large games take ages to start and possibly crashed if it ran out of memory. Thankfully Ejecta is open source so it can be hacked to the way we want it to work!

    I've come up with a first implementation of memory management for Ejecta. I don't have a lot of experience with iOS development or Objective-C, but I got it working for Space Blaster. However it's important to get real-world testing to make sure it works for everyone's games, many of which are much bigger and more complicated!

    To try it out, download the Ejecta source from my fork here and compile with these files instead:

    (Link removed 20th June 2014. Our code was subsequently merged in to Ejecta so there is no separate repository any more. The main code is available as always from https://github.com/phoboslab/Ejecta)

    In WebGL mode it should have full memory management support, and should be able to release textures from the old layout when moving to a new one. However canvas2d mode in Ejecta still doesn't support least-recently-used eviction like real browsers do, so it won't release textures. As you move through the game it will still accumulate everything in memory and may end up crashing still. Support for this could be added, but I'm not sure why you'd want to disable WebGL mode anyway.

    If it's broken, it might crash, in which case the text of the error log should be useful. Hopefully though your games will start up a lot faster, and use less memory. I'm especially interested in feedback if your game previously crashed on startup, or suffered annoyingly long loading times - let me know how it works!

  • I have no idea what you mean, please explain further. Also please do not use all capitals, it is rude.

  • The project 'orientations' property is used in a mobile browser if the browser supports the Screen Orientation API. However this is not yet widely supported, and may only take effect after using 'Request fullscreen' as well. IIRC, Firefox for Android supports it, and it's being worked on for Chrome on Android.

  • Closing, this is caused by third party plugins. Make sure you check for any plugins in %appdata%\Construct2\plugins.

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  • Closing due to no information provided.

  • Closing, you should not use third party plugins in bug reports. You currently use the 'leadbolt' plugin.

  • Closing as not a bug. You have the Platform behavior initially enabled and using default controls, so the host will naturally control all instances at once. You should disable 'default controls' and rely on 'simulate control' only like Multiplayer tutorial 3 covers.