0plus1's Forum Posts

  • felixsg yes I'll share, I'm about to submit the game, when that's done I'll update the plugin.

  • It's a step in the right direction and for the purposes of Construct this paired with phonegap will be better than the DOMless solutions we have now. I for one am very excited about this..

  • I can't add more than this link:

    developers.google.com/chrome/mobile/docs/webview/overview

    We are getting chrome based webview in android 4.4!

  • Thanks, just tried and works like a charme

  • I post here because it looks like the best place to do it.

    As some of you might know I'm taking care of the unofficial Ejecta exporter. I've been able to create a 100% working webGL canvas (including effects) but I have a giant issue that I don't have any idea how to fix.

    I really hope someone or Ashley (even if I know your stance about DOMLess) can point me to the right direction.

    Basically in webGL the canvas is not rendered with retina (please read here: github.com/phoboslab/Ejecta/issues/243) for this reason there is the need to do it manually like so:

        canvas.width = window.innerWidth * window.devicePixelRatio;

        canvas.height = window.innerHeight * window.devicePixelRatio;

        canvas.style.width = window.innerWidth;

        canvas.style.height = window.innerHeight;

    The issue is with touches, window.innerWidth * window.devicePixelRatio effectively doubles the canvas, if you don't set canvas.style.width construct renders a giant canvas, so on screen you see just a quarter, this is expected, the issue is with touches, even setting the style c2 still reads touches from the giant canvas, resulting in an unusable app.

    How can I hack this behaviour? Has anyone has any ideas?

    Thanks

  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    As much as I hope that would be a miracle. Apple has extremely strict rules about what goes to the market, to the point that Chrome on iOS is just a UIWebView, nothing more. What really surprises me is that nothing of the sort exists on Android. For anyone interested in looking into it take a look here code.google.com/p/chromiumembedded

  • Ashley that was on 147.

    Just tested on 148 and everything works perfectly.

    Thank you and sorry for the useless bug report :-(

  • weisdaclick Ashley gave you the right answer, Ejecta is not officially supported by Scirra (or me by that matter) is something I shared to the community, everything is 100% working on canvas2D (webGL doesn't work anymore with the new Construct 2 build but I'll release soon an update).

    I always said this, Ejecta is not easy to use, it's certainly not a drag and drop solution. Every time I build my game I find some new quirk of Xcode that can take even half an hour to fix sometimes is just better to download Ejecta and start from scratch.

    What I would do.

    Disable any plugin.

    Make sure you are not using tiled backgrounds.

    Export with no compression, run exporter.

    Download a brand new copy of Ejecta.

    Run.

    Check console for errors and post them here along with the line of code that generated the error.

  • Steps to reproduce:

    1. Download my capx (https://dl.dropboxusercontent.com/u/1606950/tizenissues.capx)

    2. Run on anything that is not tizen (including domless engines) (http://i.imgur.com/ypvkC1q.png)

    3. Run on Tizen (http://i.imgur.com/ypvkC1q.png)

    Observed result:

    Tizen align text objects incorrectly

    Expected result:

    Should position text objects in right position

    Browsers affected:

    Tizen (device)

    This happens in any positioning of text, not only on viewport, even texts positioned with integer values.

    Sprites are correctly positioned, this is a pretty serious bug that is preventing me to submit to the tizen app challenge, I hope Ashley can give me some input to patch this thing and submit my game.

    Thanks

  • Sure sent you a pm with my skype

  • austin

    Do you have plans for a bridge for Ejecta on iOS?

    I don't really have time to look at your code but it would be really simple as it works like CocoonJS, a transparent webview over the accelerated canvas. I can help you in writing the code.

  • I just want to add my 2 cents about developing native.

    People that have been around here long enough might remember how vocal I've been against the html5 choice. Truth is that Ashley made the right choice, the only "bottleneck" at the moment is mobile phones (Tizen excluded) the reality is that from the 4s onward the processors are so powerful that, unless you are biting more than you can chew they can run whatever game you might create.

    I'm a full time programmer and while I have the skills I don't have time to code a game natively, I tried other game makers, but while honestly they run better it's not such a giant step forward to make me abandon construct. Ashley did an amazing job and some of the stuff you can do with Construct2 (layer rotations for example) would be very hard to program in another engine and are the byproduct of HTML5.

    I think that when iOS8 comes out (killing 3GS and 4) there will be no issues in using construct on iOS, unless you want to do 3D (and if that's the case I suggest you learn unity) it's better to stick with construct2.

    I honestly think that I would've never finished my games if it wasn't for construct, in the end, considering how tough the app store is now is way better to finish a game, as laggy as it can be than spending months learning a proper language and abandoning the project along the way.

    If you really want to go native I suggest you look into corona which is an amazing engine, sorta in between a game maker and a low level language.

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  • it's not against the rules. Here's my game: itunes.apple.com/us/app/pigs-in-the-oven/id549867465

    It runs fine enough (around 30fps), I test on the iPhone4 as well, it's the worst iPhone performance wise since they added the retina screen without increasing the processor power, I also have a 3gs and I get consistently 15fps more than the iPhone4. You have to be incredibly careful on iOS, even if Ejecta is the fastest wrapper currently (way more fast than cocoon) it's still limited, especially since Construct is not optimised for Ejecta.

  • goldentreee it won't unload from ram that's the issue.

    There is no memory management in Ejecta (same goes for cocoonJS) so once loaded the image stays in the ram pretty much forever. In theory you could try to load a transparent png of 1x1 pixel on the same sprite, that should pretty much unload the texture, but I never tested this so it's a shot in the dark.

  • Hi Ashley could you tell us what parameters are you using for google closure?

    It would help me immensely in my Ejecta exporter.

    Thanks