Ashley's Recent Forum Activity

  • It will have exactly zero impact on performance. A basically complete list of the things you should worry about performance-wise is here: https://www.scirra.com/manual/134/performance-tips

  • damjancd - have you tried r182?

  • As the platform tutorial says you shouldn't have the behavior on an animated object, make sure you are using a non-animated box with the platform movement otherwise animations will intefere with the collision detection of the platform behavior.

    If you don't want small falls to block jumps, just allow a jump as long as you've been touching the ground within the past, say, 50ms. You will probably have to set the vector Y manually since the behavior won't let you jump if you're in mid-air.

    I don't know why you're asking about forcing a platform animation since the behavior doesn't actually set animations, it just fires triggers as guides which you can ignore if you like and replace with other events if it suits you better.

  • apox Inc - please post a new thread in the Bugs forum, this report was already closed and editing the first post to something different means the thread no longer makes any sense which can make it very confusing to deal with

  • I can't reproduce it, I can open 10 tabs using audio here and it keeps working just fine. I don't think it's related to C2 at all, or possibly even the browser, it just looks like a hardware limit on your system that you can only have 6 tabs open playing audio at any one time otherwise the hardware can't handle it. I guess it depends on your audio hardware/driver. 6 seems a pretty low limit.

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  • Yes, the IAP on Android should work in Crosswalk too actually, edited the OP to indicate that. I'm mostly interested in whether or not it works, I'm just looking for "yeah it works" to give us some confidence going in to a stable release.

    You always need to authenticate the user on start of any game for Game Center to work.

  • Yeah, well as you mentioned the disadvantage of a cap like 0.02 is a few seconds of lower framerate will run the game in to slow-mo for a few moments, which is disorientating for the player - kind of like randomly varying the timescale during gameplay. I'm not convinced that's a better solution. I think we want to aim for a value that just cuts off the spikes.

  • Over the last few betas we've added some interesting new PhoneGap features, including:

    • IAP object support on iOS and Android (for Android, it should also work with Crosswalk if you add the com.mcm.plugins.androidinappbilling plugin)
    • Game Center for iOS
    • iAd for iOS

    These can be tricky for us to test, since to make 100% sure they work basically involves publishing to the app store, and we don't have any publishable apps ourselves.

    Bug reports are useful to report negatives ("it doesn't work"), but in this case I'm also looking for positives ("I tried it and it did work"). Has anyone tried any of these features on PhoneGap? How have they been working out? Are they working OK? We're due a stable update soon, so it would be good to have some positive feedback that they are working before we ship stable.

    Thanks!

    • Post link icon

    Locked, no need to use such language. Also looks like some edits or deletes were made since the thread makes no sense now, so assuming something nefarious went on there.

  • All it does is add up the bandwidth in/out in bytes in the past second, and since the value updates every second, accumulating it every second should give you a reasonable value of the bandwidth as measured by the payload.

    What is it different by 70% to? What else are you measuring it with?

  • I think 45 FPS is way too high a limit to require for the game to work correctly. Basically you're requiring a constant 60 FPS for the game to work correctly, but what about slow systems, or just moments of the game where suddenly it becomes extremely busy on-screen with a sudden burst of activity and it momentarily dips the framerate? You can't allow that to break the game, because it could easily happen.

    Currently the maximum value of dt in the engine is 0.1. Also if it goes over 0.5, it sets it back to 0 on the assumption the game is not actually running any more and should be paused. What do you propose as new values for these?

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Ashley

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