Ashley's Recent Forum Activity

  • PhoneGap works for me just fine. Have you tried with the latest beta r91?

  • Ah, thanks for the find. Looks like a bug inherited from the Box2D library we use. Fixed for next build.

  • From performance tips in the manual as a common cause of poor performance:

    b]Using Sprites instead of Tiled Backgrounds

    Creating too many objects can cause slowdowns, and a common mistake is to use grids of Sprite objects instead of Tiled Background objects. For example, a 20x20 grid of sprites has 400 objects, which is a significant impact on the object count. A single tiled background can replace the grid of sprites and it only counts as a single object. Tiled backgrounds are specially optimised for repeating their texture so in this case it is literally 400 times more efficient than the grid of sprites. Always use Tiled Backgrounds instead of repeating Sprites wherever possible.

    What you've done is *extremely* inefficient. Always, always always used tiled backgrounds when you have tiled images!! Closing as not a bug.

  • Well, the text box is a form control, it's not really supposed to be used like this. We have to work with the limitations of what the browser wants to do with form controls.

    1) I wouldn't expect drag+drop to work with a textbox, since the browser handles input to form controls

    2) It seemed to work OK here, but the text boxes lagged behind a bit (I wouldn't describe it as 'wiggling', just following closely). Again, we can't fix this, the browser draws the sprite earlier than it moves the textbox.

    3) This is intended: the Pin is effectively doing 'always set position to text box', which will override any dragging and dropping.

    4) The browser does this, to fit the font of the text inside the textbox. Again, nothing we can do, except you could try changing the text box font with CSS.

    I don't think any of these are issues we can fix I'm afraid.

  • I remember Tom needing to make adjustments on the Arcade to get keyboard input working properly when using an iframe... Tom, can you help here?

  • I can't reproduce any issue. I open the .capx, press P a few times, everything seems fine - no scrollbar. Tested using Chrome. Any tips on how to cause the problem?

  • Thanks, should be fixed in the next build.

  • Dual-encoding works with all wrappers as well.

    The situation is like this:

    PhoneGap support is mature and can build native apps for iOS, Android, Blackberry, Windows Phone 7 and a couple others. However it's sometimes slow, because it uses the device browser.

    CocoonJS and directCanvas are newer and still experimental, but sound should work on both. These also are much faster than PhoneGap (5-10x faster), but some features do not work because they do not directly use the device browser. They're still definitely worth checking out, though.

  • Can you link us to your site?

  • Support for this isn't built-in yet, but you could try writing a plugin with the Javascript SDK.

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  • You just need an empty "On key pressed" event on its own in your project to block the key.

    e.g. just an empty "On spacebar pressed".

    You also need to click inside the iframe before the game will accept keyboard input, which I mentioned in another thread.

  • You simply need to upload all the exported files to your host. Each host has their own system of uploading usually, so if you don't know how to upload files to your host, it's best to ask them.

    You could try uploading your game to Dropbox to give you an idea how it's done with their service: Uploading your game to Dropbox

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Ashley

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