Ashley's Recent Forum Activity

  • Closing as not a bug. Set the text object to smuggler*dt and you'll notice it's about 0.4. Since you round the result you get 0. dt is working correctly, you are just rounding it to zero.

  • It's a very difficult problem and I'm not sure it would in practice work any better than SVN. Consider two people editing the same project in real-time who do the following:

    1) User A adds "Player" sprite

    2) User B adds an event referencing the new "Player" sprite

    3) User A presses undo

    You have three options to handle this:

    • undo adding the "Player" sprite, and the event User B added disappears. User B may be left thinking "WTF?" since their work has suddenly vanished. Think of all the weird bugs that could happen with random bits of a project appearing and disappearing like this.
    • undo the previous action only, so User A undoes the previous action by User B. This sucks because User A has no idea when they press undo what will actually be undone, since User B could do something just as User A is hovering over the undo button, and therefore change what is undone just before they undo it. Then user B also sees something they just did vanish unexplainably, which neither user intended.
    • don't allow undo. This will make it far less convenient to use the editor since it's an essential feature.

    I think it would be terribly confusing and awkward to use no matter what solution we pick to that type of problem, and it's really the tip of the iceberg, there are all sorts of complex things you can do to conflict with each other. Source control may be tricky to merge and such at times, but by restricting each user to a particular non-conflicting section of the project, it should be fine.

  • Ideally your game would still run OK using canvas2d rendering, and turn off any effects or provide alternatives/fallbacks so it still looks correct. Then you don't need to tell the user anything.

  • How are you exporting/testing? Have you tried Chrome for Android?

  • Yeah, according to GSMArena: ZTE Open C sensors includes just "Accelerometer"

    Compared to the Nexus 5, which lists for sensors: "Accelerometer, gyro, proximity, compass, barometer"

    The ZTE Open C has no gyroscope!

  • Does the ZTE Open C actually come with a gyroscope? I think Firefox OS supports it, but if the device doesn't have it, then it can't report any values for it. It's a budget device so they might have cut the gyroscope as a way to lower the cost of the device.

  • Pub Center support is in the next build, but even Microsoft don't appear to support it on WP8.1 yet, so I'm not sure what to do about that.

    IAP, back button, and suspend should work identically to other platforms. I'm not sure what other information you're looking for.

  • Without knowing anything more about your game or your profiler measurements, all I can direct you to is performance tips.

  • You should not use this plugin any more. Use our official universal exporter for WP8.1+. It should support all of those features. The HTML5 support is so far better with the WP8.1 update that it's probably not worth the extra hassle getting WP8.0 support.

  • I have a blog post covering the performance differences coming up, but in short I did not measure any significant performance difference in either CocoonJS or Ejecta between iOS 7.1 and iOS 8, but PhoneGap and Safari have seen some big improvements, and a future PhoneGap update should bring performance up to Safari level.

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  • Kali - try the latest beta, we've made some fixes to do with audio preloading lately.

    Also since the OP is fairly old now, preloading sound effects is now redundant in the latest builds if you enable 'Preload sounds' in project properties.

  • Shadertoy has lots of shaders which involve ******** intensive calculations for the most impressive effects. If a gaming laptop managed 10 FPS, then 5 FPS on a phone is actually, like, super impressive.

    I'm about to do a blog post with lots of (more realistic) performance tests for iOS 8 so stay tuned!

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Ashley

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