Ashley's Recent Forum Activity

  • Can't reproduce here, looks fine.

    I think it's likely a graphics driver issue. Are you sure your driver is up to date?

  • So I've noticed this with Space Blaster, and I'm afraid it's a crash in IE or the Windows Phone OS. There's not much we can do about it. The very line you point out is to play some audio, and it's already wrapped in a try/catch because I'd noticed in the past it would randomly fail and crash the game, so the try/catch is there to catch any exceptions and try to carry on running the game normally. But that's not enough, eventually the whole app crashes.

    I posted a bug report to Microsoft here: https://connect.microsoft.com/IE/feedbackdetail/view/970180/audio-crashes-windows-phone-html5-games

    All we can do is hope Microsoft fix it quickly.

  • The audio plugin is very complicated because it covers four audio APIs (HTML5 audio, web audio, phonegap audio, and an old appmobi audio API that probably doesn't need to be there any more). There are still major platforms without web audio support (mainly IE, old Android browsers) so don't forget all these features need to have some reasonable fallback when running with HTML5 audio. My point is you are trying to make it sound easy to implement but it's not quite that straightforward. Particularly with #3 (extended looping), we actually still play music tracks with HTML5 audio routed through the web audio API due to its ability to stream which reduces latency and memory use, but it doesn't support anything other than looping the entire track as far as I am aware (and sadly on most browsers not even a seamless loop). It's not simple to just switch music to the web audio API, because we used to do that, and on some devices (particularly Android) it can take 30sec+ just to decode the entire audio file, then it has to hold the entire track in memory (30mb+ per track), and if you free it to try to save memory, you have to do the 30sec+ decode again next time you want to play it.

    One day I'd love to make a clean break and rewrite the audio plugin to use Web Audio exclusively (with just HTML5 audio for music streaming) and add a bunch of new features, but I don't think it's a good idea to do that until browsers with web audio support have something like 95%+ share. Until then adding features to the audio plugin can be pretty awkward.

  • PhoneGap Build is free for one app. You can also download the PhoneGap build tools and build everything yourself locally, but that can be pretty complicated, especially for Android.

    I don't know what new things you'd expect in Construct 2 - do you have any specific suggestions? The main improvements in iOS 8 and Android L are WebGL support and improved performance in the web view, which is highly relevant when building with PhoneGap.

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    In case you were wondering, we are not going to change this.

  • Lunatrap - aha - as documented...

    [quote:15npgv87]High quality: mipmaps are enabled and the spritesheet after export pads out all images to power-of-two sizes. This can significantly increase memory use, but can resolve light fringing that can sometimes occur along the borders of downscaled objects in medium quality mode. Do not use this mode unless fringing is observed, since it can use a lot more memory.

    Emphasis added.

    You have deliberately chosen an export mode that is documented as using more memory. Unless you see the fringing artefacts, set it to medium and the memory use should go down.

  • You will have to contact Nintendo, it's their website.

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  • Good catch, thanks - fixed for the next beta.

  • You said it happens on all exporters, so I tried node-webkit, and I can't see a problem there. Can you post screenshots and demonstrate precisely what you mean by "connect the blocks" so I can make sure I'm doing what you're doing?

  • — is right - you need to pass a layer parameter to the expressions for scaling to be taken in to account.

  • Thanks, should be fixed in the next beta.

  • Still works fine for me here. Last I checked the Google documentation wasn't very clear: you actually only need a Client ID for a web app, but for native apps (which are documented similarly) you do need the secret as well.

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Ashley

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