Ashley's Recent Forum Activity

  • No, it's running in to a limit in the Windows OS. We never knew about the limit until it was too late. C3 is architected to avoid this problem.

  • Try changing the icon caching setting in Preferences.

  • Crosswalk is basically necessary for Android 4.x devices. On those the built-in webview is either horribly slow or missing loads of features. On Android 5.0+, the built-in webview is as good as Chrome so the games should run fine.

    Android 5.0+ is (at time of writing) just over half of all devices. Once it reaches some vast-majority amount (say 90%), it won't be necessary to use Crosswalk any more.

  • The built-in "Webcam" example shows how.

    • Post link icon

    Closing as duplicate of https://www.scirra.com/forum/viewtopic.php?f=147&t=180423

  • Closing, see the bug report requirements.

  • See remember not to waste your memory.

    400mb should be OK on modern iOS devices. C2 games should generally work fine on iOS, there are no major known incompatibilities. The most common mistake is forgetting to upload some of the files so it fails to load.

  • It looks like your solution is just to subtract off the delta-time calculation C2 does, effectively removing dt from the formula.

    There's a better way: just set a minimum framerate of 200. Then dt is always fixed so stepping will be deterministic. You'll have to adjust your speeds and accelerations though.

  • I'll reply here, better to post in the forum than privately by email.

    The signalling server is specifically designed to kick any clients that send too many messages, to prevent both intentional and unintentional DoS-type attacks, and prevent wasting server resources. For example a common mistake is to accidentally have some kind of message sent to the signalling server every tick. This wastes bandwidth and could impact the service of other users on the signalling server, so by kicking such users it forces them to correct the problem.

    Your example .capx still sends way, way too many messages to the signalling server. There is no way you need to update your game list every 500ms. The ping time could even be that high, meaning you're issuing a new request before you've even heard back from the previous one.

    You don't even need to update it every second, or 5 seconds. How about every 10 seconds?

    If this really is a problem for you and for some reason you want multiple updates per second of the game list, you can always purchase the signalling server from the store, reconfigure the flood limit, and hammer it as hard as you like. But you'll be paying all the bandwidth on that. You can't expect us to pay for servicing an unnecessarily huge number of requests.

  • I think if your project has the touch plugin it listens for and prevents default on all touch events. Otherwise things like page selection, scrolling and pinch-to-zoom happen, which is never wanted in a C2 game.

    Unfortunately this does block scrolling to such as in your case. TBH the runtime isn't really designed for that, it basically takes over the whole page. I can think of 2 possible workarounds:

    • add touch event listeners with capture, so you get them first, and stop propagation on them so the runtime doesn't see them - but then none of the C2 game's touch events will work
    • put the game in an iframe and float any content you want to pop over it in the parent document. Since it's a whole other document you're in full control of touch events.
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  • As of r233, it should work correctly on both, so long as the features are available (e.g. charms were removed from Windows 10, so features relating to that won't work)

  • No, it's not easily extendable I'm afraid. However it does implement most of the nodes through the different types of effects you can use.

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Ashley

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