0plus1's Forum Posts

  • goldentreee what you are asking is a very big issue, I'll try to explain why in the easiest possible terms. Please Ashley correct me if I'm wrong.

    Let's start by saying that one of the biggest issue in Javascript is the lack of an explicit memory manager (there are project that aim to fix this) so everything relies on the browser. Modern browser have complex mechanisms to manage memory.

    BOTH in webGL and canvas, construct requests the sprite images at startup (when the loading bar is on), at that point a browser makes note and says ok let me manage it, in the case of Ejecta (same goes for cocoonJS) instead those sprites get loaded as textures into memory right from the start! This produces a huge memory spike and with lots of sprites it can end up in the app closing (iOS has a memory manager that halts applications that perceives are hogging system resources and memory spikes are one of the triggers for halting).

    Currently Ejecta doesn't have any explicit (or implicit) method to free a texture from memory (see here github.com/phoboslab/Ejecta/issues/166) this means that you have to be extremely careful with what you are loading into memory (see here: scirra.com/blog/112/remember-not-to-waste-your-memory).

    As far as webGL goes the issue is still there, Ejecta apparently supports layout by layout loading, but since the images are decompressed into memory at startup is completely useless.

    What Scirra could add is a concept of Atlases of images that get explicitly loaded at a certain point (with an action), you can do it right now by using the request from URL action on empty sprites, requesting a local image, I did that in my iOS game for loading of larger images, just know that there is a slight delay.

    I hope I've been clear and precise.

  • NECROKRIEG that's actually very nice!

    In the end I decided to go with a different approach.

    The issue was that touching in another angle makes the object "jump" to the new angle.

  • goldentreee That's an interesting issue I'll play with this and see what's the issue.

    in the index.js file

  • yeah, speed is amazing in Ejecta, is waaaay faster than cocoonJS, especially with the last updates.

    1) I never noticed that, are you using:

    document.addEventListener('pageshow', function() {

        cr_setSuspended(false);

    });

    document.addEventListener('pagehide', function() {

        cr_setSuspended(true);

    })

    I'll test it and report.

    As for the screen sizes that is not an Ejecta related issue, I made my own scaling library which basically stretches the background to the window size, there are threads about this, every game is different, you might want to just stretch the background and keep the action in the center or to move around content based according to the aspect ratio. But this is completely off topic, I suggest you either search or open a new topic because it's a very long topic to discuss.

  • weisdaclick just "compiled" my new game, all working.

    You must be using a plugin that uses jquery. There is NO WAY to use jquery with Ejecta, not now not never.

  • Post updated, games that are not being part of the list is because they didn't follow the format.

    (Sorry but I don't have time to format it for you)

  • Guilty as charged of not updating it

    There should really be a public page made by scirra to showcase games made in construct, user made topics doesn't make any sense..

    At least we have one, even if it's not updated there is a list of game in the site..

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  • Might be some of the new construct2 updates that broke something in the exporter. I'm in the process of publishing a new game on Ejecta so I'll take a look at it. Just be patient guys.

  • Hi, I was wondering if is possible to visualize (and calculate) the field of view in Construct 2.

    This is an example: redblobgames.com/articles/visibility

    Is something like this possible or I need to write my own plugin? Has something like this already been created?

    Thanks

  • Rayek it's not supposed to use jQuery at all! There is something very wrong with your code, did you follow the steps?

  • What's the xcode debug showing?

  • Nofish, it actually does:

    document.addEventListener('pageshow', function() {

        cr_setSuspended(false);

    });

    document.addEventListener('pagehide', function() {

        cr_setSuspended(true);

    })

  • hollowthreat I suggest you don't start in iOS development, there are plenty of block ahead of your path and Ejecta has still issues with memory management, the best would be to start with a simple desktop (or Windows Store) game and see how it goes before investing time and money into iOS, a market that is nowadays completely saturated and very hard to monetize..

  • hollowthreat you need the newest xcode, especially if you are pullin the latest version from github.

    You should enroll in the developer program if you are serious about development as you need to test the game on the device as soon as possible to not find yourself discovering that your game doesn't actually works on the device itself.

  • ramones, thank you very much, I see now what I was doing wrong.

    Appreciate it.