AnthonyB28's Forum Posts

  • This is an awesome plugin. Was there any progression on getting speed working?

    I tried mucking with runtime.js and here we have...

    var segNum = Math.floor(t * numSegments);

    var microT = (t - segNum/numSegments) * numSegments;

    This is handling the time (thus speed) of the movement.

    If I continue to add points, it goes REALLY fast. Not what I need. I need to either go by controlled speed thats constant throughout all nodes, regardless of how many nodes there are (which should be the easiest to do) or control time between each node (harder to do).

    But if I change anything in these numbers, the plugin acts very abnormal

  • We made this small game for the Mini Ludum Dare 46 and put it up on the Windows App Store.

    We intend on redoing some of the art over time and adding additional levels and modes.

    Check it out and let us know what you think.

    apps.microsoft.com/windows/en-us/app/swag-shark-the-yolo-bringer/94890c3a-1f58-4771-9cf9-b038259bc612

  • Thats the issue. I've compiled and tested on all kinds of Windows 8.1 devices. The other students I'm working with also have the issue with entirely different projects. They can compile, run/test on 8.1 or 8, but can't pass cert when the project is done for 8.1

  • Link to .capx file (required!):

    dropbox.com/s/w764avyo9qk6cmu/win8.capx

    Steps to reproduce:

    1. Export for Windows 8.1

    2. Test and compile App Package in VS2013

    3. Put onto Windows App Store for certification

    Observed result:

    Windows 8.1 export for Construct is broken During certification:

    Your app doesn't meet requirement 3.2. Learn more

    Commons reasons why apps fail this requirement:

    The app crashes on launch.

    The app crashes randomly or repeatedly.

    The app freezes and the user has to close and restart the app.

    The app requires a Windows component library that the Windows Store doesn't support. To avoid this, make sure your development tools are up-to-date.

    Expected result:

    Multiple people are experiencing this problem making entirely different apps. Even though the app tests fine on our machines, tablets, and phones - they wont pass certification.

    If you export for Windows 8, it WILL pass certification. The same app will pass fine.

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:

    Windows 8

    Windows 8.1

    x64

    Construct 2 version:

        I was running Release 148 but I tried 149 too.

    Here is the crash log from MS. Everyone gets very similar and not very friendly crash logs. I believe it may have something to do with Windows 8.1 tablets.

    dropbox.com/s/sdqk7r93fkx8q1c/CrashLogs_11-07-13_06-51-57.zip

  • Bump. This is still and issue and I know others are having it too.

    In fact, its being reported by the others that if you list the app under Windows 8 - it works fine and gets submitted.

    But if you submit it for Windows 8.1 - it WILL fail.

  • Version=1
    EventType=WWAJSE
    EventTime=130284354904599872
    Consent=1
    UploadTime=130284354904912382
    ReportIdentifier=738b56c0-48e1-11e3-8251-20689d3a60bf
    IntegratorReportIdentifier=738b56c1-48e1-11e3-8251-20689d3a60bf
    Response.BucketId=TestBucket
    Response.BucketTable=4
    Response.LegacyBucketId=TestBucket
    Response.type=4
    Sig[0].Name=PackageFullPath
    Sig[0].Value=53008OmegaNemesis28.XboxMatch_1.1.23.1_neutral__ysc49nxz5q3vg
    Sig[1].Name=AppName
    Sig[1].Value=App
    Sig[2].Name=RestrictedStackHash
    Sig[2].Value=151d
    Sig[3].Name=ExceptionType
    Sig[3].Value=8
    Sig[4].Name=Filename
    Sig[4].Value=ms-appx:////53008omeganemesis28.xboxmatch//c2runtime.js
    Sig[5].Name=SourcePosition
    Sig[5].Value=17678_17
    DynamicSig[1].Name=OS Version
    DynamicSig[1].Value=6.3.9600.2.0.0.256.48
    DynamicSig[2].Name=Locale ID
    DynamicSig[2].Value=1033
    State[0].Key=Transport.DoneStage1
    State[0].Value=1
    State[1].Key=Headless.2ndLevelConsentNeeded
    State[1].Value=1
    File[0].CabName=ErrorInfo.2420.3648.txt
    File[0].Flags=65538
    File[0].Type=5
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    File[1].CabName=AppXManifest.xml
    File[1].Path=AppXManifest.xml
    File[1].Flags=65538
    File[1].Type=5
    File[1].Original.Path=C:\Program Files\WindowsApps\53008OmegaNemesis28.XboxMatch_1.1.23.1_neutral__ysc49nxz5q3vg\AppXManifest.xml
    File[2].CabName=WERInternalMetadata.xml
    File[2].Path=WER7B29.tmp.WERInternalMetadata.xml
    File[2].Flags=327682
    File[2].Type=5
    File[2].Original.Path=C:\Users\TestVendor\AppData\Local\Temp\WER7B29.tmp.WERInternalMetadata.xml
    FriendlyEventName=App unhandled script exception
    ConsentKey=WWAJSE
    AppName=Xbox Match
    AppPath=C:\Windows\System32\WWAHost.exe
    ApplicationIdentity=00000000000000000000000000000000
    

    Got further... I think. Still no good.

  • Link to .capx file (required!):

    dropbox.com/s/w764avyo9qk6cmu/win8.capx

    Steps to reproduce:

    1. Export to Windows 8

    2. Run app

    3. Open side charm

    Observed result:

    Windows.UI.ViewManagement.ApplicationView.get_Value has been deprecated

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Operating system & service pack:

    Win 8.1 x62

    Construct 2 version:

    I was running Release 148 but I tried 149 too.

    Also cant submit app to app store despite it working on my devices, it crashes for MS. I'm not modifying anything other than icons on Construct 2 export.

  • Could it possibly be this?

    I get this warning when testing and accessing the charms

    The method Windows.UI.ViewManagement.ApplicationView.get_Value has been deprecated. Value may be altered or unavailable for releases after Windows 8.1. Instead, query for window layout sizes directly.

    How do fix?

  • So I've tried this numerous times with my project to submit it on the app store.

    ontent compliance: failed

    This test evaluates your software for content compliance with Windows Store Certification Requirements. Learn more

    Your app doesn't meet requirement 3.2. Learn more

    Commons reasons why apps fail this requirement:

    The app crashes on launch.

    The app crashes randomly or repeatedly.

    The app freezes and the user has to close and restart the app.

    The app requires a Windows component library that the Windows Store doesn't support. To avoid this, make sure your development tools are up-to-date.

    Notes from Testers:

    Unfortunately, when our reviewers tried to launch your app failed to launch every time. Our reviewers were unable to complete a review. If we were able to capture a crash report, we have provided it to you. Please see: go.microsoft.com/fwlink for information on how to work with the crash reports.

    <EventType>WWAJSE</EventType>

              <Parameter0>53008OmegaNemesis28.XboxMatch_1.1.2.1_neutral__ysc49nxz5q3vg</Parameter0>

              <Parameter1>App</Parameter1>

              <Parameter2>b913</Parameter2>

              <Parameter3>8</Parameter3>

              <Parameter4>ms-appx://53008omeganemesis28.xboxmatch/c2runtime.js</Parameter4>

              <Parameter5>325_142</Parameter5>

    Crash Log from MS

    CapX

    The app runs fine on my PC, it passes the cert program test when you export no problem, runs in the simulator, it runs fine on my laptop - but its not working on their end.

    Any suggestions? It appears to be something in the c2runtime.js its not liking. I was running Release 148 but I tried 149 too.

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  • >

    > That is weird. Why do these kill performance? They're text. I mean, I can see why changing them every second and such does. But in this case I made it so they weren't.

    Because you were changing them every tick (Event 46 of the older capx -> random color) forcing a wasteful rerender.

    No even without that.

    If I just had the text, and didn't have the colors changing, it would still be weird. But now that I use the spritefont, its all better.

    Is there anyway around the changing colors thing do you know? I still would like that. As silly as it is, it makes it all the more fun haha

  • AnthonyB28

    Tried your game. It makes my FX8350 8-core processor jump to a 40% occupation (almost all draw calls) and it's pretty obvious that cocoonjs can't handle such an hungry game.

    You're making an extended use of text objects changing them every tick.

    Take a look to this post.

    You can try 2 solutions.

    1) Turn WebGL off

    2) Replace text objects with spritefonts.

    I fixed it! 60FPS

    I removed the SWAG and YOLOSWAG text objects offscreen that only appear onscreen when you do specials.

    That is weird. Why do these kill performance? They're text. I mean, I can see why changing them every second and such does. But in this case I made it so they weren't.

  • AnthonyB28

    Tried your game. It makes my FX8350 8-core processor jump to a 40% occupation (almost all draw calls) and it's pretty obvious that cocoonjs can't handle such an hungry game.

    You're making an extended use of text objects changing them every tick.

    Take a look to this post.

    You can try 2 solutions.

    1) Turn WebGL off

    2) Replace text objects with spritefonts.

    Thanks for your time!

    I turned off WebGL and replaced with just spritefonts, I got it up to 20FPS. I also made the every tick stuff to "every 0.5 seconds" or such.

    Its odd because I don't have much else on the screen at once till later in the game and the CPU usage isn't huge on my end.

    Here is a link to the newest capx

    dropbox.com/s/cc7yqsnxfiqchr8/shark-cacoon.capx

  • You should test on mobile from the very start. Then you would have a rough idea at what point things got slow, which would imply whatever you added recently has a performance impact.

    Issue is there really isn't an easy way of accomplishing this. If only cocoonJS and/or Intel XDK really had native testing support in that you can just click and test. But in reality, Intel XDK takes forever to test and appLab is a mess. CocoonJS is a lot easier but to export, upload, open their app, download, and have no way to actually "test" and find what is an issue is a little obnoxious.

    But I don't know or think there is anything on Construct 2's side of things that can help with that anyway.

  • Construct 2's audio should work well on most platforms. Are there any specific problems you are having? Our engine already incorporates better workarounds than described in this post such as support for the Web Audio API where available. There should be no need for techniques like sound sprites any more.

    I've noticed that Intel XDK wont use construct 2's audio plugin. I've had multiple projects jut not have any sound with .ogg files in XDK.

  • Our game is pretty basic. Not a whole lot goes on necessarily and its pretty low resolution and little sprites.

    Yet from the start, the game runs at 10 FPS with CocoonJS.

    I started out with Intel XDK. But its broken. Every attempt with projects in XDK results in failure. So I wanted to try CocoonJS with this little LudumDare game.

    Here is the capx - dropbox.com/s/7nr388isl2xe3c8/shark2%20-%20Copy.capx

    Any help would be appreciated.