Ashley's Recent Forum Activity

  • Looks fine here. This is almost certainly a graphics card driver issue. We have had this issue reported several times before and every time it was fixed by updating the graphics card driver. What graphics card do you have? The About screen should tell you.

  • Thanks for jumping in appMobiSam!

    Our engine is canvas-only, it doesn't do anything visual with the DOM apart from draw to the canvas so reflows shouldn't be a problem.

    Also, surely the overhead of stringifying from the webview to native isn't more than the overhead of stringifying to the other context then calling eval()? Do you have performance figures comparing the two? I didn't think there would be much difference between them, but then again WebGLGap didn't work out so well :) Anyway, that's why I've been thinking a single context approach makes much more sense, but that's just from our point of view.

    Most of the difficulty of porting comes from lots of little things, really. There are already a lot of games in Construct 2 and even dropping little features breaks some people's games. For everything to work the game needs to know the image dimensions, but only the directcanvas layer needs the actual image. My first naive port of everything-in-directcanvas didn't work, presumably because there are a few DOM references that throw it off. Besides, the three input plugins assume a full DOM is there, Browser and Webstorage assume they're in a real browser, and Button and TextBox are real DOM elements too. DirectCanvas didn't look like it had anything to draw text with, which is no worry - we already overlay a 2D canvas for text rendering in WebGL mode - but then our renderer has to be half-and-half DirectCanvas and WebView. If DirectCanvas doesn't support patterns or texture co-ordinates we have to do something different for tiled background. etc. etc. We'd love to get it working but it seemed to be a lot of work (I never thought I'd have to munge some of the engine in to another context) and we're already knee deep in other projects so I was trying to persuade you guys to do a single-context version! :)

    FYI our next release (in about a week) has some minimal tweaks to export an AppMobi-aware game, but it's probably not much different to what you've already done in testing.

  • ian - we still don't support DirectCanvas because of the complication of the second context in our engine. I didn't mean to imply AppMobi is slow, it's just a possible reason a user may have seen a slight performance improvement over PhoneGap when both are using a non-accelerated canvas.

    I really don't understand why you have two javascript contexts to use this. Are you guys planning on making a single context version? It would be far, far easier for us to implement and that's really important to us when we're a tiny two-man company already working round the clock. For example, when writing WebGLGap all the WebGL calls are made from one context, which means existing code can be used virtually unmodified. The WebGL calls are just saved and passed to a separate rendering thread so rendering doesn't hold up the game code either. I thought this design would be sensible for DirectCanvas to maintain high compatibility with existing code while still minimizing performance overheads.

  • That's odd, the arcade pages all include a tag to force IE in to the proper standards mode. Any ideas Tom?

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  • The reason is actually different for Text in WebGL and form controls - form controls are always on top even in Canvas 2D mode, because they're not in the canvas, they're additional elements in the HTML page laid on top of the canvas. I don't think there's any way around it though, form controls always have to float on top.

  • It's a bad idea to duplicate event sheets because it means you have to make changes in multiple places. It's also unnecessary if you use event sheet includes or just share the sheet via the layout properties, so I think it's best to keep it like it is.

  • Yep, we had a full image editor in Classic and we've been meaning to add one to C2 as well. We're just a 2-man team with too much to do :)

  • You don't need to import global variables to other event sheets. Global variables are automatically accessible everywhere in the project, regardless of whether the event sheet is included anywhere.

  • We fixed a bug where Physics objects would stop if you changed their size ages ago. Are you lot not staying up to date? Does this definitely happen in r76?

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  • Events fundamentally work by picking individual instances to work on. See How Events Work. If all instances act the same, you must have your events set up wrong - maybe share your .capx file on Dropbox so we can take a look?

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Ashley

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