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  • Huh, this is weird, can you post system specs and steps to reproduce?

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  • They also say:

    Game porting to Android and iOS as native apps with hardware acceleration support for render and physics calculations.

    Further down the page they describe how they do it:

    he games made with Logicking's HTML5 Game Engine will be ready for use with third party technologies like directCanvas and CocoonJS.

    In other words, identical to our plans for Construct 2.

  • The local server has no specific directory on disk - it creates a virtual file structure, which is composed of different files from different places on disk. So I'm afraid this is not currently supported...

  • Construct 2 should already be remembering your open tabs. Is it just the order changing that you find annoying? What happens to the order? Is it randomly shuffled, or reversed, or something?

  • It's a great demo, but it's probably quite complicated to implement. The problem with demos like that is half the challenge is keeping it usable when you scale up the engine to something as complex as Construct 2. I've got on my todo list a "live preview" feature which should help, though - ideally it will allow you to make changes, hit preview, then the game updates with your changes, but keeps its state. In other words if you're previewing and you've got to level 3 with 55% health, and you just tweak a particle object's rate and hit preview, the particles object updates and you're still on level 3 with 55% health.

  • I haven't tried it, but if it's just WebKit and not a full browser engine like Awesomium, the Javascript and rendering performance will be really bad... that's why we're focusing on Awesomium, since it includes the V8 javascript engine, WebGL, etc.

  • Well, right now it will just load all the game images on startup, so the phone will probably also decompress them to bitmap in memory. We have improving resource management on our todo list but it's quite complicated. Even then it will probably only reduce it to per-layout images, so you'll still have to make sure one layout can fit in phone memory. 50mb sounds kinda big even considering that, since that's probably the compressed size you're measuring. Decompressed it could be 300mb+, so one layout could still push the phone memory to the limit. Why is your game so large? Do you have long animations or something? It is of course best to scale down games for weaker mobile hardware and test regularly from the start so you know when you're hitting limits rather than getting a nasty surprise at the end.

  • What model HTC phone is it? Last I checked it worked OK for me. Are you sure it has a hardware accelerometer?

    Do not hard code a window size, see supporting multiple screen sizes.

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  • openfocus can you reproduce that in a new .capx with no third party plugins?

  • Don't bother trying CocoonJS, it doesn't work for the time being so even if you correctly follow the instructions it won't work.

    Basseman - it's a complicated project but we're progressing, we need to wait for appMobi to make some updates to directCanvas though so it depends partly on them. They're announcing directCanvas for Android soon as well.

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Ashley

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