Ashley's Recent Forum Activity

  • Chrome on iOS is basically a wrapper around Safari, because Apple don't allow different browser engines on iOS (and how they get away with that I don't know). Currently I think Chrome on iOS uses UIWebView which does not support Javascript JIT compilation (i.e. fast javascript), but I guess Chrome on iOS will soon move to WKWebView which does, so that should significantly improve performance for anything JS-based.

    Note that whether or not "asm.js is supported" depends on your definition - technically it is supported everywhere, even on old browsers, because it's just JS code. Whether or not it runs as fast as possible depends on the JS engine optimisations, and that is again different to having a specific parser for asm.js like Firefox has. Safari has a pretty sophisticated JS engine so when it can use JIT asm.js code should be very fast.

  • Cordova on iOS currently uses the UIWebView which lacks Javascript JIT support, so JS code runs ~3x slower which would explain the difference. You can enable it by finding a third party plugin to use WKWebView instead which does support JIT, or official support should be coming soon in cordova-ios 4.0.

  • Yes.

  • Yeah, I think it's a bug. The warning is there because asking for an object by its UID when halfway through loading a project is dangerous, because the object you want may not have been loaded yet and therefore not be found. So in the SDK that warning is there to make sure you move your lookup to afterLoad() when all objects are available. But it shouldn't turn up in normal use of the events. So please file a bug report!

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  • http://www.sharkbite.byethost32.com/images/loading-sheet1.png redirects to parked-domain.org here, so it looks like a problem with the host.

  • Are you sure you're using r216? We fixed some bugs with this recently, including the firing of "on ended" on iOS 8.

    Modifying data.js like you say is not supported, and given that you say it works on iOS 9 and everywhere else, it sounds like it will be fixed anyway once everyone updates iOS.

  • Probably CORS again, guessing you need to set Access-Control-Allow-Origin. (Guessing you figured this out but posting for searchers)

  • Errmm... it has a Texas Instruments chip! I thought they were winding down their chipmaking business and firing everyone who worked on that. According to Wikipedia the OMAP 5 was released in early 2013, so it's already a couple of generations behind current chips. So to me this actually looks like a weak and obscure hardware, hardly a powerhouse...

  • Use the NW.js action "show dev tools" and make it available through some hidden keyboard shortcut or something. This will bring up the browser error console (just like Chrome's) where it will log any errors if they happen in Javascript, and may help shed some light on it.

    Also it could be a graphics driver issue, so updating drivers may help. Note Windows NW.js exports by default ignore the GPU blacklist (the --ignore-gpu-blacklist option in package.json), which means even if the drivers are known to be buggy it will still use GPU acceleration instead of falling back to a software renderer. Removing the option will allow the game to fall back to software rendering on known buggy drivers/hardware, which means it will be slow, but work, which is better than fast and doesn't work at all.

  • Steam uses its own separate payment system to ours, so we can't transfer licenses across. The best you can do is try to get a refund from Steam and purchase again directly from Scirra.com.

  • If there's nothing in the release notes about tilemap, then it wasn't changed (at least not intentionally). Still, there could be bugs, but to investigate them they need to be posted to the bugs forum following all the guidelines.

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Ashley

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