Ashley's Recent Forum Activity

  • 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!

  • It's up to you, neither is faster/slower, but you might find it more convenient to use different layouts.

  • Locking thread, please keep all discussion on one subject in one thread

  • I agree with Arima, many users use very deeply nested events and instead of being event 9, it could be event 3.1.1.2.1.1. Not only is that less helpful, it also is probably too wide to fit in the event sheet in its current design!

    Perhaps sub-events could just be separately numbered 1, 2, 3... at each nesting level?

  • Does it work if you just export it as a normal HTML5 website and upload? I noticed you made some changes to the HTML, e.g. this:

    script data-djssrc="jquery-1.7.1.min.js" type="text/djs"></script>

    <script data-djssrc="//www.kongregate.com/javascripts/kongregate_api.js" type="text/djs"></script>

    'data-djssrc' is not a valid <script> property AFAIK so this is probably breaking it. Also, if you're using the Kongregate API, it might only work when viewed from inside Kongregate (i.e. you have to submit it first).

  • As someone noted Aurora is simply an alpha of a future version of Firefox. Instead of using Aurora you can just simply wait for a couple of months, and Aurora will make its way to beta, then to stable release. Chrome and Firefox both have a process like this:

    Firefox: Nightly (3 versions ahead) -> Aurora (2 versions ahead) -> Beta (1 version ahead) -> Stable (current version everyone is using)

    Chrome: Nightly (3 versions ahead) -> Canary (2 versions ahead) -> Beta (1 version ahead) -> Stable (current version everyone is using)

    The further ahead you are the more likely you are to have stability problems and crashes, because it's pre-release software. However you can get to play with the bleeding edge features, and also sometimes they're faster. For example I was in touch with Mozilla recently and they've added a performance improvement that helps speed up Construct 2 games in Firefox 12 (currently Aurora). That's why it'll be faster - it should be about equal with Chrome. If you don't want to install Aurora, you can just wait for Firefox 12 to get released :)

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    Oh and thanks Velojet, any chance you could test Chrome 18 too?

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    Anyone have a PS3 controller? That's an important one we're still missing I think.

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Ashley

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