AnD4D's Forum Posts

  • 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.

  • 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 :)

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  • 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 :)

  • Ashley, sorry, I don't understand. What order should I have my events set up in then? I can't get it to work.

    Surely if sound is muted, it shouldn't play at all. In my game I have a global variable.

    0 = Unmuted

    1 = Mute

    This variable is then called to mute or unmute which is done at the start of the layout.

    The sound is then called on an action, and I still hear a split second. Works fine with music.

    Do you mind tweaking my capx to actually have mute working?

  • <img src="http://img4.imageshack.us/img4/7249/st0b.jpg" border="0" />

  • Interesting indeed. I attempted an isometric game a while back, but found it pretty tricky.

    Best of luck to you.

  • Have you tried using the cocoon plugin and changing the physics from accelerated to web?

  • szymek

    Thanks... the tutorial I was following skipped this. It told me to move the config file, so I did that... then when I went to export, and was looking around for my ID, the SDK couldn't see the config because it was moved.

    Thanks a lot!

  • I think a fuller, complete tutorial should be created.

    I'm at a point where I can't export my Tizen game from C2 because I need an ID, and I also can't get an ID until I submit it to the store. WHAT?!?!?

    "The Content ID is a 12 digit number issued to you by the Tizen Store when you submit your app."

    Are these 2 different things?

    I read somewhere that other people got their IDs from the SDK (Which is very poorly put together, and required reinstalling 6 times before it accepted that the installation file wasn't invalid.

    Can anyone that has managed to navigate this maze, please inform me where I can find my ID, so I can export my game, so I can get my ID to submit my game, please?

  • Oops, forgot about this. I'll look at it tomorrow. If you want to alert me to a post, please use the symbol and my name :)

  • When you add it in to Construct, click on the SpriteFont, and look at the properties. Tweak these slightly (character width, etc).

    Look at the h in your image above. It is picking up a line of pixels beside it. I assume it's a capital H, or maybe even a border.

    Do you mind if we see a capx or a sprite sheet?