cjbruce's Forum Posts

  • Hey all,

    I'm not sure if I can classify this as a bug yet, so I'm posting it here to the Open Topic forum. A client is running an old iMac in Safari and is completely unable to load any pages created with Construct 2. The pages load fine in Chrome on the same machine.

    The problem doesn't occur on my old (2011) or new (2014) MacBook Airs, nor does it occur on an iPad2, a 4th generation iPad, or the iPad Air.

    Ashley, have you seen this problem on older macs?

    Here is a crash report.

    [quote:1nyeiu4r]Process: WebProcess [7459]

    Path: /System/Library/StagedFrameworks/Safari/WebKit2.framework/WebProcess.app/Contents/MacOS/WebProcess

    Identifier: com.apple.WebProcess

    Version: 7537 (7537.71)

    Build Info: WebKit2-7537071000000000~1

    Code Type: X86 (Native)

    Parent Process: Safari [7457]

    Date/Time: 2014-07-27 10:44:41.927 -0500 OS Version: Mac OS X 10.7.5 (11G63b) Report Version: 9

    Interval Since Last Report: 1680050 sec

    Crashes Since Last Report: 13

    Per-App Interval Since Last Report: 1232513 sec

    Per-App Crashes Since Last Report: 3

    Anonymous UUID: F9257481-E09A-4904-9B29-F098B7E836D2

    Crashed Thread: 0 Dispatch queue: com.apple.main-thread

    Exception Type: EXC_BAD_ACCESS (SIGBUS)

    Exception Codes: KERN_PROTECTION_FAILURE at 0x00000000000000e8

    VM Regions Near 0xe8: --> __PAGEZERO 0000000000000000-0000000000001000 [ 4K] ---/--- SM=NUL /System/Library/StagedFrameworks/Safari/WebKit2.framework/WebProcess.app/Contents/MacOS/ WebProcess

    VM_ALLOCATE 0000000000001000-00000000000de000 [ 884K] ---/--- SM=NUL

    Application Specific Information: objc[7459]: garbage collection is OFF Bundle controller class: BrowserBundleController

    Process Model: Single Web Process

    Thread 0 Crashed:: Dispatch queue: com.apple.main-thread

  • My use case:

    I am a high school teacher first and an iOS/web developer second. Last school year I carried around a 6.5-pound Windows laptop for school use and Construct 2 development, an 11" Macbook Air for web and iOS development, and an iPad for lectures and activities. I rotate between six different rooms throughout the day, and lugging all three devices plus several classes worth of papers was cumbersome and prone to spills.

    In addition, I spend a lot of time walking around the classroom with a device in one hand so I have the other hand free to write and gesture. This was fine for the Macbook Air and the iPad, but very difficult to do with the Windows laptop.

    Being able to do almost everything (except run iOS apps) from my laptop is a godsend. I am looking forward to a much easier time next year.

    As far as screen size goes, the 11" Macbook Air has the exact same resolution as the various Windows laptops I have been using, so no big difference there. We have released several iOS apps, including one with massive storyboards and over 1000 source code files, all done on the 11" Air. There were a few times in the past few years that I wished I had a larger screen, but both xcode and Construct 2 have great zoom features that make 1366 x 768 completely usable.

    In summary:

    After several weeks running Construct 2 in Virtualbox I am completely satisfied. Its portability makes for a way more pleasant working experience than either of my Windows laptops (13" and 17"). The only things that drive me a little crazy right now are the Mac version of MS Word and MS Excel, but I suppose I will get used to them.

  • I tried the Macbook Pro 13". Although the screen was great, the whole machine is too darn heavy and bulky for my purposes.

    The 11" Macbook Air is absolutely awesome. The only problem I have found is that the framerate is pretty darn low (~20 fps) running Chrome preview in Virtualbox. This isn't really a bad thing though, as it gives me a better idea of what will slow down my apps when I export them to iOS/Android. I just export it out to the OS X side to see how it looks in full speed.

  • I'm getting these same two errors in CJS. My project includes about 300 images ranging in size from 256 x 200 up to 600 x 200. The problem is intermittent, with some images failing to load sometimes, and other images failing to load other times.

    I also see intermittent failures to load outside of CJS in the Safari browser on my ipad and in the Chrome browser on my Nexus 5. I haven't seen a failure to load for a while in a desktop browser.

    I'm really struggling with this, and I don't know what else to try. I already shrunk every image down as much as I possibly could, but I'm out of ideas.

    Ashley, would you be willing to look at a .capx if I sent it to you privately?

  • As far as I understand it, right now it is impossible without mobile browser webRTC support.

    You could do it in an extremely limited way on a laptop computer (not quite realtime) by taking a screenshot every 10th second or so and loading it into a sprite. The problem is that the laptop doesn't have accelerometer input, so you would have to manually orient the "augmentations" onscreen. Overall it would be super-choppy and a bad user experience.

  • Can anyone report on how Construct 2 looks on a macbook pro retina display? Does it scale everything up, or does everything appear super-small?

  • Problem solved with the following workaround:

    1. Load a dummy image first.

    2. Next, load the desired image.

    This seems to work consistently. I still have no idea why I can't consecutively load the same image into a sprite.

  • sonofbryce, thanks for finding that thread. It looks like VMWare seems to be the most reliable, with Virtualbox great as well.

    How does Construct 2 look on a retina display?

  • Update: I was able to detect when the image doesn't load by detecting when the image height = infinity (>100000).

    The problem now is that the image will always load the first time, but if I later try to load the same image, all subsequent reloads of that image will fail until I leave the layout, load a different image, then go back to the layout and try again with the first image.

    [attachment=0:3r8dw6ii][/attachment:3r8dw6ii]

    The same problem occurs whether I am working on a desktop or an ipad.

  • I have several hundred images included with the package as project files. For whatever reason, some of them are intermittently failing to load. Sometimes they work and sometimes they don't.

    My workaround is to try to reload the image if the image load fails.

    Is it possible to get a callback when an image fails to load from URL? I would like the system to automatically try to load the image again, rather than requiring some user input if the image doesn't appear. I tried to detect failure based on the size of the image (set size to 0,0, load image and resize to image size, then detect if the size is still 0,0 -> if so, then image failed to load), but my technique didn't work.

    Any ideas?

  • I'm having the same issue in cocoonjs. I am loading several hundred images as project files. Some of the images are coming through, while others aren't. I'm wondering if it has something to do with the number of images I am trying to load?

    They load just fine in the cocoonjs launcher webview, but some of the images aren't loading at all in "Canvas/WebGL".

  • I've been using a 2011 11" macbook air for iOS development for the past few years. It is the bare-bones 2011 Core i3 model with 2 GB of ram and a 60 GB solid state drive. It is still as fast as the day I bought it (SSD and a lack of antivirus software really help!). It blows my "faster" windows laptops out of the water in everyday use.

    My only problem is the drive space. I run Adobe Fireworks, Text Wrangler, xcode, Dropbox, and that's it. Every time I update xcode or the O/S (currently running on Mavericks) I have to delete a bunch of stuff then put it back on again. I am constantly bumping up against the 60 GB limit.

    No matter what you buy if you buy new you will be able to run everything just fine. A new machine with 4 GB of ram works great. 8 GB is even better. Just make sure you get enough drive space to put your stuff on. 128 GB is probably fine, while 256 GB will give you plenty of room to grow for a long time.

  • Hi all,

    I am looking to replace my aging 11" macbook air for iOS and web development and my bulky Dell laptop for high school teaching use and to consolidate them into one machine. A few questions about running Construct 2 on a mac:

    1. I have seen other people running Construct 2 on VMWare and on Parallels. VMWare seemed like it had fewer issues (there seemed to be a problem with tiled backgrounds not tiling in preview on Parallels?). Does anyone have any experience with this?

    2. Does anyone have any experience with running a retina display in Construct 2? I read on a few forums that windows and retina don't play well together.

    Pros and cons

    11" macbook air - I LOVE this form factor. The size is perfect for carrying between classes, as the device fits perfectly in a single hand along with a stack of papers. In addition, the solid state drive allows me to get 87 seconds of work done if I have 90 seconds between bells. The battery life is a little short though.

    13" macbook air - This one has a bigger battery and a bigger screen. More pixels would be nice in Fireworks and Construct 2. But is it too big? I'm not sure

    13" macbook pro retina - This one is even bigger still. I'm worried that it would be too clunky to carry in one hand with papers from class to class. I like the idea of double the pixels, but I'm afraid the screen density wouldn't play well with Construct 2.

    Does anyone have any experience with running Construct 2 in a virtual machine? What about a retina display?

    Please understand that windows-based machines are not an option.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • blackhornet, You are a genius. Thank you!

    On a side note, I am looking to recreate superscripts and subscripts within a spritefont. Would it be possible to remap the higher character codes to glyphs that correspond to subscripts and superscripts of the standard alphabet? It seems like this should work just as long as there are at least (26 letters x 2 + 10 digits) = 62 unused character codes available to be remapped.

  • [attachment=0:2gvk959a][/attachment:2gvk959a]

    Here's the .capx. Thank you so much for your help on this!