Ashley's Forum Posts

  • Changing the image format has no effect on memory use. All images are decompressed to 32-bit BMP upon loading. The memory issue on loading is specific to CocoonJS: in every browser in existence, they only download the images on startup, and don't load them in to memory. CocoonJS goes ahead and loads them in to memory even though none of them are needed yet. I have explained the problem to Ludei over and over again and I'm baffled as to why they have still not fixed it.

    Try Crosswalk - it doesn't have the same problem. Also we'll be looking in to an Ejecta exporter for iOS soon.

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    Closing this thread: remember all Wii U developes have signed an NDA, and I think this thread will serve as a temptation to break the NDA. Nintendo run a forum that only their approved developers who have signed the NDA can access, so that is a safe and much better place to discuss this topic.

  • It could easily be a mistake in your multiplayer events. I can't comment without the .capx.

  • Are you sure this is not caused by the 'alert' action? Some browsers have bugs with the focus of the window. Can you reproduce it without using 'alert'?

  • Closing, please follow the bug report guidelines.

  • Closing as not a bug, the error message is probably correct, there is simply a file missing from your project. If a bug caused that to happen, we cannot fix it without a report that follows the guidelines and indicates how to reproduce the problem.

  • AllanR - the engine is already very carefully designed to minimise garbage creation in all parts, to the extent that creating and destroying whole instances does not allocate any memory, it recycles previously created instances. So keeping objects offscreen should not be necessary, even if you destroy them the next instance will be created from the same memory as the last destroyed one.

  • It's possible messages could appear in a different order for different peers, but only because you add your own chat message locally instantly. If you send a message while another peer's message is in-transit to you, then you will both have added your own message instantly and then receive the other peer's message after a delay, so both peers see themselves going first. If the host sent back your own chat message to you, firstly there'd be a delay before your own messages appear, and secondly there's still a race as to who's message will reach the host first, so someone on a faster connection could still beat you. However everyone would see the same message sequence. I don't think any real chat clients do that though. If you send a message while another message is in-transit to you, it's impossible that your message could be a response to that, so the ordering is not important.

    Basically network stuff happens in-order using "reliable ordered" mode, but the chat example does not use the network for adding your own messages, so exceptions can occur.

  • I would recommend that your friend read through the whole series of tutorials (including the third one which will be done soon). I do not believe it is reasonable for anyone to be able to understand such an advanced feature without understanding the full content of all three tutorials, since it covers everything from the architecture of the internet to why certain things are done in Construct 2 a certain way.

  • You can already do this. Non-global objects are simply destroyed at the end of the layout. So make the object type global and at the end of the layout, destroy the ones you don't want to act globally.

  • This is not supported right now, currently node-webkit can only save text files.

  • I haven't even finished the third tutorial yet, which explains in detail how the real-time parts work, and also there is no manual entry yet either. Obviously you're going to find it a lot harder if significant parts of it are a mystery.

  • I wouldn't expect it to work: the normal download UI and right-click menus are all part of the browser UI. Node-webkit is not quite a real browser, just a browser engine with the UI missing so it looks like a native app.

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  • Rendering perfectly at 60 FPS means regularly hitting v-sync intervals in the monitor with very high precision. At 60 FPS these come about every 16ms, which is a pretty small amount of time to be hitting accurately. I don't think this is specific to Construct 2 or HTML5, because our old DirectX-based native engine had the same problem. I think sometimes the OS does some background work or the timers just aren't quite accurate enough and you drop a frame. In Javascript there is the added problem of garbage collection, but modern collectors are pretty good (as you note in Chrome it's nice and smooth).

    I don't think there's anything that can be done about this to totally resolve it. Still I think it's a fairly minor jump if it's just one frame that's dropped, and overall the motion is pretty smooth.

  • That's a bug in Chrome, you should report it to Google.