Ashley's Recent Forum Activity

  • These days CPU clock speed is actually kind of irrelevant to the overall speed. It is possible to design vastly more efficient chips at the same clock speed, so you could have two chips both at 1 GHz, and one runs twice as fast as the other!

    Rendering in this case is probably more determined by memory performance than clock speed, so maybe their memory specs are the other way round there.

    The Android browser is also extremely inefficient, even on Android 4. It does not use the graphics card to draw. Try the game in the CocoonJS launcher and see if it runs any better - it uses full GPU acceleration and can be as much as 5 to 10 times faster.

  • They only appear to fix the WebView for native apps, not the browser, so it would basically fix multitouch input for PhoneGap only. Since PhoneGap performance is pretty poor and CocoonJS and directCanvas both will solve multitouch as well while bringing better performance, I don't see those being much useful I'm afraid.

  • I'm not aware of any text length limits in either Construct 2's runtime engine or browsers themselves. It's probably more convenient anyway to put it in a project file and AJAX request it anyway. (PHP is overkill for that if you only need a static file.) See Using project files.

  • Construct 2 automatically recycles objects (and other items) in its engine already. There is nothing to gain by doing this yourself in events.

    Garbage collection is a normal and expected process - it is only a problem when it pauses for a long time (e.g. 100ms+). In fact, lots of regular small garbage collections are usually good news, because many tiny pauses make for better playability than a few long pauses.

  • R0J0hound, Arima - reported posts get sent to our email address, I just saw the mail. So it's working, but only notifies us. Generally I find a mod has already removed the post by the time I get round to it, but it does work still.

  • Where does it delay? Are you sure it's not just loading the game? Did you set it to use a loader layout?

  • You're right, the manual entry was a bit light. I've edited it to include more tips on how event sheets are used - does that help?

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  • It would be best to ask Facebook about this. However, I would guess that what you want to do is fine.

  • Guyon - Awesomium only does Windows, Mac and Linux desktop. For Android we're looking in to directCanvas and CocoonJS, but I'm not sure if they work on a Nook.

  • ben0 made a good point - a large business won't look favourably on not being able to support IE 6, 7 and 8, whereas for us that's not such a big deal (according to StatCounter, those users are only about 15% of the web now). Large companies have much different priorities.

    I agree that it's early days for HTML5, and mobile HTML5 is especially problematic - but that's why we're working with directCanvas and CocoonJS, which should smooth out all the bumps on mobile and bring better performance too. Maybe Wooga should have tried those out too, but they say they started in 2011 so that might have been before either was available.

  • FurryMonsterGame - it's still a graphics card driver bug. I guess the latest version is broken. We have to put up with this problem a lot - try complaining to your graphics card vendor.

  • firebelly - I've also seen the 40 pixel gap bug, and reported it to PhoneGap. I guess they still haven't fixed it.

    WP7 does not support multitouch for HTML5 games and the performance is not as good as other devices like iOS or even the Blackberry Playbook. Combined with the bug it's not currently a very good platform for HTML5, so I would focus on other devices for now. Hopefully Windows Phone 8 will do better.

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Ashley

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