Ashley's Recent Forum Activity

  • This is not yet implemented, but is on the todo list.

  • This has been on my todo list for a while now. It's just a long todo list.

  • Using a browser-based technology requires a bit of a mental shift: you can save data permanently, and download files to disk, but it just works a little differently. You can't do the traditional read-and-write-files arbitrarily, because that's a huge security risk in a browser.

    WebStorage provides permanent save storage, even when offline. You can download Array and Dictionary data as JSON for level editors, and AJAX them as project files to load them dynamically.

    We might be adding more storage features in future, but I think everything's there - it's just a different workflow.

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  • oppenheimer - it's the version of GLSL that you get with WebGL, and WebGL is based on OpenGL ES 2, so it's (I think) OpenGL ES Shading Language 1.0. It's limited, but this is by design for compatibility with mobile devices which have weaker GPUs.

    I've got adding more parameters on my todo list but there are any you're after specifically?

  • lorinbeer - thanks for dropping by! Any plans to support WebGL or Web Audio API?

    Also, how exactly do you communicate from javascript to native? I don't know if you saw but about a year ago I wrote an experimental PhoneGap plugin to enable WebGL support in PhoneGap apps, called WebGLGap. It performed terribly because of the ridiculous overhead of having to stringify all the calls to native. How do you plan to solve that problem?

  • This is actually by design. If the edges meet exactly, it can show seams when scrolling and scaling due to the way rendering at sub-pixel offsets works. I think that's a much more common case than semitransparent images.

    Can you work around this by putting the objects on their own layer and setting that layer's opacity, or do you think there needs to be a setting for this?

  • Are you sure your server sends the .m4a files with the correct MIME type? That's one of the most common mistakes.

  • Apparently PhoneGap Build now supports Windows Phone 8. Has anyone tried it?

    I'm curious to know how it compares to our Visual Studio-based WP8 exporter. Is the performance the same and does it work OK?

    Note Windows Phone 8 doesn't suffer the same "PhoneGap slowdown" problem as iOS and Android: it should still have a hi-performance hardware-accelerated renderer, even in PhoneGap, just like the Visual Studio-built apps.

  • That's nothing to do with the order event sheets are loaded, it's only to do with the order of execution of triggers when includes are used. Triggers always run in an included event sheet first, and in this case a 'start of layout' trigger is used. I don't think we can change this since it could potentially break a lot of projects (and is the kind of subtle thing you don't really want a setting for). You can probably work around it using your own initialisation events instead of 'start of layout'.

  • This test is definitely CPU-bound because of the 2500 collision checks per tick. CocoonJS only boosts renderer performance, not javascript performance, so you shouldn't expect to see better CocoonJS performance for this type of thing. You should definitely not to intensive collision checks like that every tick; try to run the checks only when the position of the blocks has changed.

  • It's difficult to fix this, because basically the problem is different platforms calculate floating point values to different levels of precision. This has subtle effects on the physics engine, which can ultimately make the difference between a structure standing or falling over. There's not much we can do engine-wise to fix this: you just have to try and build stronger structures, and possibly alter the simulation iterations used to improve the precision. Closing as can't fix.

  • The way the engine works, a condition is always false, regardless of the state of invert, if there are no instances of that object which exist. In other words an event will not run if no instances met the condition. I would prefer not to change this, because "is on-screen" or "is off-screen" simply makes no sense to ask if there are no instances that exist.

    Rather than change how the engine works, the workaround is simple: just replace 'is not onscreen' with 'Bullet.Count = 0', and destroy any bullets that are not onscreen.

    Closing as won't fix.

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Ashley

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