Ashley's Recent Forum Activity

  • Actually I already did the pixel padding change for the next beta. I don't think it will have any serious performance impact like I thought (I found a pretty efficient way to do it). Hopefully that fixes this and any other seams-after-export issues!

  • Sync does not sync anything other than what you explicitly tell it to, in order to save bandwidth. Nothing is automatically included, not even containers. If an object is always positioned on top of another, then syncing it as well is just a waste of bandwidth - you can just position it on top of the other object on the peer without needing any extra data to be sent.

  • I think it's a problem with Android, it's just not very fast at decoding audio. IIRC I remember a Chrome engineer saying the Android media APIs weren't great which meant long decode times sometimes.

    There's not much you can do other than either preload everything and wait it out, or don't preload on startup and use the 'preload' action to try and get the few most important sounds preloaded in advance of whenever they'll be needed.

  • I'll see if I can get some improvements in for the next beta.

  • Where are you downloading Ejecta from? I thought they already fixed it. Try the latest code: visit https://github.com/phoboslab/ejecta and click 'Download zip' on the right.

  • If you mean using 'dt' in the 'Every X seconds' condition, that is incorrect - don't do it!

  • kmsravindra - the client input state is the only low-latency way of telling the host what you are doing. So it sounds like you want to set the object's x and y position as the client input values. Then it will move on the host. The peer will see it with lag, so you can simply display it at the mouse position instead of syncing to hide the lag.

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  • 'Physical memory used' is 7 GB? That's clearly a memory leak. Are you sure your project is not creating objects/particles infinitely? Can you reproduce the problem in a minimal new project?

  • Microsoft have created a site where you can vote for your most wanted Internet Explorer features. The IE team may use this feedback to consider which features to prioritise. I thought I'd point out features relevant to Construct 2 so you can add your votes if you want to see them supported.

    Note you get 25 votes per account and you can use 1, 2 or 3 votes on each item. So you can add extra weight to your most preferred features.

    My personal #1 request: Ogg Vorbis and Opus audio formats support - dual encoding is a big pain for everyone, and IE supporting Ogg Vorbis (or even Opus) would be a good step towards fixing that. Please add votes for this!

    Other features relevant to C2:

    Frequent updates development cycle

    WebRTC support (for multiplayer to work in IE)

    Web MIDI API (would enable a MIDI plugin in C2)

    a[download] attribute (so 'invoke download' can work in IE)

    Web Speech API (input) (for speech recognition to work in IE)

    Web Speech API (synthesis) (for speech synthesis to work in IE)

    Battery status API (so the Browser object's battery features work in IE)

    Vibration API (so the Browser object's 'Vibrate' action can work in IE - useful for physical feedback on mobile)

    WebGL 2.0 (enable some useful extra rendering features in WebGL mode)

    Note some features like the Web Audio API are already stated as 'In development' on status.modern.ie. There's no need to vote on things listed there as already in development, hopefully they will turn up soon anyway.

  • CocoonJS does not support memory management. This is partly why CocoonJS is no longer officially supported.

    Export to PhoneGap or Ejecta for lower memory use.

  • Is the input prediction error logged into the browser console?

    No, because there is always input prediction error, it's just usually small enough to be unnoticeable. You can spot a serious input prediction error though by seeing if your player suddenly jumps somewhere else without you controlling it!

    [quote:bisniz60]Is this frame rate dependent and is it correct if I assume it fires every other tick? I wonder what will happen if one of the peer have a significantly slower device compared to others..

    It's intended to fire every other tick, but it is not framerate dependent (very few C2 features are). If your framerate drops to 30 it will send input every tick (which is the same frequency as every other tick at 60 FPS), and if it drops further below then input is simply sent less often. However the multiplayer engine is inherently designed to deal with missing data due to packet loss so this won't adversely affect the control, it will just make it a bit less accurate. The bigger problem is that the game is slow!

  • I don't know why people keep bumping this, the Browser object has had 'On back button pressed' for ages.

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Ashley

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