AnD4D's Recent Forum Activity

  • lucid

    Trying to download the b5 update. Is your site OK? I also tried to sign up to your forums, and I'm yet to receive an email.

  • Lol, I had a game in progress called "Must Survive"... d'oh!

  • I think my problems might be solved if I could just get the accelerated physics to work. Each time I try, the menu runs fine, but as soon as I load a level with physics my game sort of hangs. I check the errors in the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'requestAnimationFrame'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    I waited a short while, typing the message on my keyboard, and suddenly the music started. I looked back at the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'onactivated'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    Are these issues with my code, Construct 2, or CocoonJS?

  • Does your physics object have animation? That could be it. On my game, my physics object had some animation for a bit, and the game slowed until it ended. I got passed this by pinning a second animated sprite on a physics non-animated invisible sprite.

  • volkiller730

    Yeah, this is much faster now. The only thing that's odd now, is that I have a timer that is counting down, and physics that runs at framerate independence. When the game does lag, the physics slows down, but the timer just continues as normal.

    Strange... Not sure how to fix that one.

  • Thanks Ashley,

    Slightly worried again now. I haven't made any significant changes to my code. When I'm not using physics, I'm getting 60fps, but as soon as a level with physics is introduced, fps just drops down to 15. It's unusual to think that it was fine a few versions back, and as far as I know, Cocoon hadn't changed during that time.

    I'm afraid I'm not very interested in contacting Ludei. Unlike you, they take a very long time to respond to questions, and when they do it's usually "Works fine for us".

    I note that you're interested in doing your own Chrome based wrapper. Is there anyway we can help toward that, even help fund that? For example, if you were to start a Kickstarter or even an inhouse donation system, I'd happily throw some money into a pot, and I'm sure some others would too.

    Unfortunately, I'm currently not too willing to upgrade to a business license until we have a decent mobile exporter, but I would be willing to buy or pre-order an exporter.

  • tumira

    Both.

    1.4.5 (iOS) and 1.4.4 (Android).

  • That's kind of a relief. Strange that I hadn't read much about that lately. Maybe I've just been missing it. Hope this does get fixed. My game is finished now, ready for release.

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  • I know there have been so many Cocoon queries... sorry to add to that.

    Just wondering, has anyone noticed a drop in performance with Cocoon recently? A few weeks ago, I could play my game with CocoonJs 1.4 at around 50fps. This is pretty good, I thought.

    The only change I've made recently, is replacing sprites with smaller file size versions, and tweaked the main menu, but when I try it today on r148, I'm suddenly getting 15fps.

    I've since gone in and tried to improve the game by tweaking bits here and there, such as reducing the number of on-screen sprites, but that hasn't helped at all.

    Just wondering, as the only thing I can see that's changed is the Construct version. I didn't think changing sprite graphics would cause such an issue.

    Anyone else?

  • Sylvain - Which simulator are you using? Try the other one :)

  • I've never been able to use accelerated physics. I was getting good fps results on an old version, but now that I've updated to 148, no matter how much I tweak the code to reduce the number of sprites on screen or make the code more efficient, I'm lucky if I get over 15 on Cocoon, and that messes up my game.

  • Ashley

    As a work around I had already gone through my project and added in an event that only plays the sound when the variable = 0. It was a bit of a pain doing this to each and every sound, but then again it'll be a lot easier the next time.

    Seems unusual that the mute event doesn't really work as I expect it to. I thought it would control a global override aspect of the code automatically, to say if muted, don't play the sounds in the first place.

    As it stands, it looks like I'll have more luck putting all sounds in a group which is deactivated when my mute variable is on, rather than using the mute function at all.

    Thanks for the pointers :)

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AnD4D

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