Ashley's Recent Forum Activity

  • I've added a 'Reset dialogs' button in the Preferences dialog for the next build which should make this easier to fix if it happens again.

  • Nice, works nicely on iPad too :)

  • It depends on whether the browser supports it. I might be able to use AppMobi's API to get it though. Will look in to that for the next build.

  • All in a days work :) it's an important feature from Construct Classic, it was kind of an obvious omission since Construct 2 came out.

  • ranma, no your math is wrong, as you scale up the window size the game viewport zooms according to the scale setting to keep roughly the same number of layout-coordinates between the middle of the screen and the left edge, but the WindowWidth expression will keep increasing so the object moves off to the left. Closing as not a bug.

  • Oops, you're right - fixed for next build.

  • Yann - it can be done but you'd have to reimplement every canvas 2D function in WebGL, which is a lot of work really, and you'll lose the ability to draw text. TBH I think advising to turn WebGL off is the best solution in this case.

  • It depends on the device. Not all devices support it. What are you testing on?

  • As far as I can tell WindowWidth and WindowHeight always return the correct values. They are only supposed to return the browser inner window size and not the viewport in the game and that's what they do. If your calculations don't match up with the game then your math is wrong, because I think the expressions are working fine. Think this should be closed as not a bug.

  • Increasing memory followed by a pause and reduction in memory is normal behavior for javascript, because it uses garbage-collected memory and the pause/reduction is the garbage collection running. However, it shouldn't be much worse when you enable WebGL.

    In this case I think there's a big memory leak in R0J0hound's Canvas object in WebGL mode:

        instanceProto.drawGL = function(glw)

         {

              glw.setBlend(this.srcBlend, this.destBlend);

              glw.setTexture(this.runtime.glwrap.loadTexture(this.canvas, false, this.runtime.linearSampling));

    It's loading a copy of the entire canvas in to memory every tick which is going to waste something like 70mb of memory every second, and eventually the garbage collector realises most of them aren't being used any more and throws them away. It's a bug in the plugin, the developer needs to fix it (@R0J0Hound: glw.deleteTexture()), but it is still inefficient, it may be best simply to leave WebGL off when using the Canvas plugin.

    FYI creating and destroying objects a lot is inefficient - why not use one 'eraser' object and change its position?

  • We're aiming to improve AppMobi support over the next few releases and we hope to improve mobile performance too with DirectCanvas for iOS and possibly some other technologies for other platforms. We're aware it's a problem and we'll do our best to improve performance on mobile.

    2) How do you test on appmobi

    You do have to export each time. Hopefully you can make do with preview-on-LAN during development then just export once for AppMobi at the end.

    Ashley am I allowed with an indie licence to modify the js code that construct produces

    Yes but this is impractical compared to using the SDK. I would *highly* recommend using the SDK for any custom javascript.

    hat exactly is construct2 reading with accelerationXwithG? Is this property consistent across device with accelerometers?

    It's based on a standard so it should be consistent across all devices. More info in the documentation.

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  • Yeah, most browsers will try to v-sync the display, which most commonly is 60 Hz, but can be up to 120 Hz. That's also why you need to make the game framerate independent and not assume it runs at 60 fps, otherwise it will run twice as fast on some monitors!

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Ashley

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