Ashley's Recent Forum Activity

  • scaciga - please don't bump old threads unless you have something useful to contribute.

  • jayderyu - I don't mean that - Chromium is open source, so you could literally take the code and use it as the engine for a native app, and it would run as well as in the Chrome browser, without using UIWebView, and without needing any other browser installed.

  • I can't offer any help fixing problems - one of the reasons it's so time-consuming and frustrating working with DOM-less engines is because there are no good debugging tools like Chrome has. Our code is all standards-compliant and works fine in a real browser, so if something is broken, it's probably an Ejecta bug. How you'd go about finding the problems, though, is a difficult one to answer unless you also reinvent some dev tools.

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  • I didn't move this, but probably because it looks like a duplicate of this. Please only report bugs once.

  • It should be simple to get audio working on iOS. As I noted earlier in this thread the most common problem is incorrect MIME types on the server, which means iOS doesn't regard .m4a files as being audio files. Once that's working, remember you need to touch the screen before iOS starts playing audio in the browser.

  • You're using a folder-based project, right? Updating files in the files folder should work immediately, once they're imported, but you do have to import them first so C2 knows about it. I think an option to automatically add new files that have been copied to the files folder is on the todo list.

  • Hansi - it's already supported in r123.

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  • To echo your points, the DOM is most certainly an advantage when it comes to layout and the breadth of api's available. However, it kills rendering speed even when hardware acceleration is implemented in the browser.

    I disagree! Some of our best performance results on mobile are using Chrome for Android with WebGL enabled (see this blog post). Basically, although our engine uses lots of browser-level APIs, we don't ever really touch the DOM per-frame. So we don't get any perf hit from DOM manipulation or re-flow. And browsers, especially Chrome, are extremely efficient under these circumstances.

    In fact, it is very difficult for DOM-less engines to match the performance of Chrome with WebGL support: unless you re-invent their multi-threaded renderer model which works with WebGL, have a highly optimised pipeline such as being able to read typed arrays from the javascript engine without copying or converting them, and so on, it's likely Chrome will still beat the DOM-less engine performance-wise. Unless you re-invent loads of browser features, Chrome will still beat the DOM-less engine feature-wise. Why re-invent the wheel when you can just use the Chrome browser engine? This is why I'm convinced the future of HTML5 game wrappers on mobile is the Chromium mobile ports.

  • I think I've fixed it (the indexOf problem, which is different to the Platform problem). r123.2 should be coming out in a few hours.

  • Performance wise, admittedly the Physics behavior is a weak point in Construct 2. Javascript is not well suited to the intensive calculations that are necessary. However, note that Construct 2 thoroughly demolished our competiton in other areas last we checked (https://www.scirra.com/blog/59/construct-2-vs-gamemaker-vs-gamesalad-vs-stencyl), but that was quite a while ago so it's not up to speed with the latest developments. (Construct 2 scores a lot better on those tests due to optimisations we've done, for example.) Also the Physics behavior is opt-in, so if you don't use it, you don't get the performance hit.

    In our latest tests we had a phone rendering over 7000 rotated sprites on-screen at 30 FPS, something I think a lot of engines would struggle with. We've also done tests that show our HTML5 engine is competitive with our old native engine performance-wise.

  • We have separate beta updates and stable updates. The stable updates are generally very reliable. You get new features sooner with the betas, but they can be problematic (for example the last beta accidentally broke the Platform behavior, but it will be fixed before the next stable release).

    Some people struggle with memory usage on mobile devices with Construct 2, but usually from lack of awareness to how images are stored in memory. Your game might be a 5mb download since all the images are compressed as PNG or JPEG, but they are extracted to uncompressed (basically BMP) in memory for rendering, which can easily make it 5-10x bigger in memory than the download size. Because lots of people ran in to this we recently added a memory usage tracker in the Construct 2 status bar. It's just an estimate, but will give you a useful approximate figure (e.g. 5mb download size, 40mb memory use).

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Ashley

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