It's an enormous amount of effort to go to for a non-guaranteed speedup (I don't see any benchmarks backing up their claim). To improve performance, the main thing we are looking for is WebGL support, which Cocos2d does not appear to support. So we will hold off writing any new engines unless we can get that.
Import the XML file as a project file, then AJAX request it. See Using project files for more information.
msv0001 - that's not quite right, in Construct 2 you can pass instances to functions by passing their UID as a parameter.
sirLobito - you have to pass a string and check for each possible value of the string in subevents right now - unfortunately you can't create an object by name (due to the fact the obfuscator on export will change object names).
I wouldn't use replace()! replace("100310031003", "1003", "") will result in an empty string, when you just want to remove the first four characters. I'd use right(str, len(str) - 4).
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I agree with Mipey, often strings are more readable and just as with the OP there is no performance gain to be had by using numbers instead.
DirectCanvas and CocoonJS both effectively do this already. There's no reason Cocos2d would be faster. What's to be gained by using Cocos2d?
Looking great!
Have you tried setting silent mode on?
If the group is active append text "active", else append "not active".
Sounds strange, can you share your .capx?
DravenX - is there any exact sequence of steps that reproduces a crash every time?
Please see how to report bugs, we typically require more information than this to be able to investigate an issue.
Are you using a loader layout and the problem is it is not firing 'on loaded' or something similar? Dropbox typically have a very low capped transfer rate so games will load slowly, so it's not the ideal host to test how quickly things load. You should try get your own server set up.
Member since 21 May, 2007 Last online 27 Oct, 2026
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