Ashley's Recent Forum Activity

  • I don't think the necessary features to do this are supported yet.

  • Ashley

    I think better to add back "Use new Intel XDK project format" option, to be able to disable. So it was easier to update an existing XDK project.

    That doesn't support WKWebView though, so right now that would produce iOS apps that don't work on iOS 10.

  • Hi!

    So I think it will be the best if I post the capx file here:

    http://yurinkastudio.com/games/gameIce.capx

    The game lags for me on a phone only when touching to move the player. In the events you spawn a new Particles object every tick while in a touch, and each instance spawns 50 particles as a one-shot effect. So that single action alone is spawning about 3000 particles per second while in a touch. So your game is probably spending the vast majority of its CPU time simulating and issuing draw calls for those particles.

    Don't use particles so wastefully! This isn't Construct 2 or mobile devices being slow, it's just extraordinarily inefficient game design.

  • Construct 2 specifies those plugins to ensure your app works. You should leave them there.

  • Guys, as Intel XDK is the only one officially supported C2 wrapper

    We also officially support PhoneGap Build, so you can try that as well. You're not forced to use just the XDK.

    xmnboy - if the problem is the .xdk file being overwritten, perhaps a simpler workaround is to export to a separate folder, then copy all the files over apart from the .xdk file? i.e. just update all the asset files and leave the same project file.

    This problem is unfortunate but in this case it stems from a breaking change in iOS 10 and a lack of a reliable way to identify WKWebView - it's Apple who have put us in an awkward position over this :-\ We could add those old options back, but then apps are broken on iOS 10 again, so we would prefer to stick to WKWebView-only mode if possible - especially since it can be 2-3x faster!

  • annerosas - please file a bug report following all the guidelines, we can't help without all that information.

    However if you somehow build without WKWebView when it's exported to use WKWebView, you would see that error, so maybe check your build settings.

  • caad8user - are you able to file a bug report for that?

  • Does it mean every dev is on their own with q/a process from steam when there are hiccups like this where we use construct2 tool to make game for hundreds of hours and then we get stuck because there is needed some general knowledge that goes beyond creating game logic but goes deeper in territory of handling installers?

    Would you consider helping us out? I'm very glad dev did manage to figure this out but it doesn't help me or others at all.

    AFAIK the problem in that thread was to do with Steam uninstall scripts, which I have zero experience with (C2 doesn't use one in the Steam build), so I'm just not actually a helpful person in that situation. It would be better to get in touch with Valve's support. Yes, you may need to learn and use some other technologies to publish your game, I think that is pretty reasonable.

  • Ashley

    Isn't free edition limited to 100 events?

    Yes, and there are other limitations too besides that.

    [quote:1t0sv5wr]Could you help out with issue that was brought up here with nwjs and steam:

    Which, specifically? The thread is mainly about writing a cleanup script for Steam, which doesn't seem to be that specific to NW.js, and AFAIK was resolved by the developer. There's also no reason to think Electron would be different in that regard.

  • So, are you saying that Scirra won't allow armaldio to publish the Electron plugin? Or I misunderstood something?

    Why would we allow people to advertise ways to circumvent the free edition restrictions? That breaks our whole business model.

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  • Do you have autobackup set to run every 1 minute or something? I can't think of anything else that it would start doing after 60 seconds that could go wrong.

  • The runtime is architected so that with "render cells" enabled, an offscreen sprite with no animations or events has a zero performance overhead. (Animated objects have to tick their animation and events still check against all the objects in the layout.)

    This means that if you create even a gigantic layout which consists solely of static objects (no animations or events), it should run perfectly no matter the size of the layout.

    The performance problems tend to stem from running events against a large number of "live" objects in the layout. You may need some techniques to avoid having too many of them at once, possibly by dividing the layout in to certain segments and destroying all the objects outside of the segment, but as far as the static objects go you should be able to create as many as you want (providing render cells is on).

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Ashley

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