Ashley's Recent Forum Activity

  • You cannot use browser technologies like jCanvas to render in the edittime. The edittime is a pure javascript context - there is no browser, DOM, window, document or anything, nor can you create canvases, divs or anything like that. For that reason, there's also no jQuery in the edittime scripts. jQuery is only provided for the runtime scripts.

    So pasting code using a browser or jQuery in to common.js will also paste it in to edittime.js where it won't work. Just paste it in to runtime.js.

  • There aren't any standard category names (other than the ones you see in the dialog) because we don't know what plugins people might make!

    What is your plugin and what does it do? If you want to ask for advice I can recommend what I think the best category is.

  • Can you share your project so we can try ourselves? Does removing third party plugins fix it? What browser/OS are you using?

  • It's on our todo list!

  • If you get an error submitting to Pokki you should contact them about the issue.

    I've heard of Pokki but we're going to try and get mobile working well first (either AppMobi or PhoneGap) - browser games tend to run pretty well in a browser on desktop, so it makes sense to prioritise the platform that needs the most work first. Also, while Pokki may be cool for some, personally I see a lot more promise in Mozilla's Open Web Apps system which is in the works, and also Chrome Web Store which seems similar and has the might of Google behind it. So we're prioritising those options first. They might also overtake Pokki in the long term so I think it would be wise to wait and see how those things pan out first.

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  • A license is either for a single computer or a single person.

    If it's for a single computer, anyone can use it, but it can only be used on that machine.

    If it's for a single person, you can use it on any computer, but only that person can use it.

    If there are two of you and you have two computers, either way you'll need two licenses! I'd recommend going for individual licenses since they tend to be more convenient than limiting it to a single computer. You can get individual business licenses, just make sure it's your personal name on the license and not the organisation name.

  • Sorry, this is something Facebook require now - there's no easy way around it, you need a host which supports secure connections (https).

  • 98 mb?! That's way too much for a mobile game! You're going to have to seriously take a chainsaw to it and cut it down a huge amount for it to even work on mobile. This isn't a C2 limitation, mobiles have seriously limited hardware and you must design your game for mobile from the start, you can't assume a desktop game is going to work fine on a mobile! Your desktop computer is probably well over ten times faster than a phone and likely has 20-50 times as much free memory!

    Remember .capx files are compressed, and to run on the phone it will have to decompress the entire project in to memory, which means it will use several hundred megabytes of memory. My phone often only has 50-60mb of memory free, so obviously your game is way too big to fit in memory, which is probably why some phones crash. I'm impressed the other phones can actually load it.

    I would link to the image compression blog post, but that will only reduce the filesize - since everything is decompressed when loading, changing the image formats won't save any memory at all. You're going to have to remove images from your project entirely. Do you have any large background images or objects with lots of animation frames?

    From performance tips in the manual:

    hen targeting mobile devices, you should aim to design significantly simpler games to ensure a good experience. Test on mobiles from the very start of your project to avoid any surprises and have lower expectations of framerate (30 FPS is a good target for mobile).

    Testing from the start on mobile also means if you get a sudden dip in performance you know what caused it.

  • If you're returning HTML to an AJAX request, Construct 2 can't do anything with that - you can't load HTML in Construct 2. You could try the iframe plugin and just show the URL in an iframe, or use CallJS to open it in a popup window.

  • Bert, could you share the game so the rest of us can investigate possible performance issues?

  • Yeah, we hope to be adding more integration in future!

  • I think this is only when you use the Audio object - it doesn't minify properly with its new AppMobi audio player. It should be fixed in the next build.

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Ashley

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