Ashley's Recent Forum Activity

  • Set 'Sampling' to 'Point' in project properties. Close and reopen the project and the editor will also then be using the same setting.

  • I doubt there is any significant performance impact to moving the sprites around - and it will use vastly less memory than making animation frames. So I don't think there's anything to worry about here.

  • There are a couple of things not supported, listed under 'Compatibility' in How to export to CocoonJS. Other than that it should be working fine with good performance.

  • CocoonJS isn't listed in the store on some devices like the Nexus 7 for some reason - I think their next update should fix it. In the mean time just get the APK directly from Ludei.

  • Your example runs fine in Chrome here.

    Note: don't use text boxes like that, use the Text object instead. Also, just post a .capx, there's no need to embed a .rar in a Word document!

  • Preview over LAN should work fine on iOS - usually it's your firewall settings that prevent it from working.

    Chrome for Android and Safari on iOS 6+ are both fairly fast browsers, but if you use the stock browser on Android it's very slow. CocoonJS is not a real browser, it's just a way of running HTML5 games which ought to be faster. CocoonJS are doing an update which fixes some performance issues soon - hopefully that will fix your FPS problem.

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  • Thanks ramones - great find on the repro there. Should be fixed in the next build!

  • HappyJackie - check this manual entry on importing audio. All audio files must be in two formats: .m4a and .ogg, because there is not a single format which all platforms support. If you are missing one of those formats, audio will simply not play on several platforms. On Windows 7, Construct 2 automatically encodes all your .m4a files for you because Windows 7 comes with a built-in encoder; on XP and Vista it will not, because AAC is a patent-encumbered format which charges license fees for encoding. You can work around it by finding your own AAC encoder and converting all your audio files to .m4a and importing them to Construct 2 with the same name as the .ogg files. Hope that helps.

  • mcduck - your .capx is incorrectly set up, it has lots of separate tiled background objects. This will definitely show seams between tiles. You should just have one tiled background object and stretch it to cover the whole layout. That will not show seams on most browsers.

    There are bugs with tiled backgrounds on both CocoonJS and directCanvas; I've reported bugs to both of them, but we have to wait for them to fix it. In the mean time be sure to contact Ludei or appMobi about bugs which only occur on CocoonJS or directCanvas, since we cannot do anything about the problem other than just forward your report directly on to them.

    Also:

    lso, I placed a ring of tiled background objects around the level. So they are not visible and do not lie inside the level, they simply surround the level. In chrome, the object outside the level bleeds into the frame by 1 pixel.

    Can you provide a .capx which reproduces this issue as well?

  • Yeah, this should be fixed in the next build.

  • Yes, please see how to report bugs, we usually are unable to do anything about issues reported without such information. Closed

  • Can you share the .capx of your project? Last I checked audio was working OK on both PhoneGap and appMobi.

    Did you encode AAC (.m4a) for your audio? You need both .ogg and .m4a for audio to play on all platforms, since there isn't one format that works everywhere.

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Ashley

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