Halfgeek's Forum Posts

  • My iOS CAPX that I've sent to you, does not use any third party plugins.

    The problem is squarely due to the previous Music "work around" code.

    In c2runtime.js

    if (this.runtime.isWKWebView)

    playMusicAsSoundWorkaround = true;

    Changing to false; fixes the random crash bug. As IJCT has noted, doing this also fixed his lack of audio problems.

    ie. With iOS10, there is no longer a need for prior hacks to get music to work, and the presence of such workarounds is now causing conflict.

  • It's fixed in 0.19 beta, but apparently that isn't stable yet (got other problems). Wait for a stable 0.19 version...

  • Perfect! You got a demo for comparison?

    I swear I won't steal any idea 😁

    Yeah.

    http://store.steampowered.com/app/414950

    Title screen is a benchmark, big multi-faction Capital Fleet battle that keeps on reinforcing.

    You can run it fluid 60 fps on a crap-top.

    ps. "Demo" is available on torrent sites. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • 60 FPS is possible on a crap Intel i3 laptop for such a game. I know because what you describe, is in my game.

    But you will still need to optimize and be efficient in C2.

  • C2 had a workaround for sound and music to get it compatible with Safari based export (Cordova on iOS) due to changes in iOS8 and 9. It's just now no longer compatible with iOS10.

    IJCT

    Music works for me. Make sure it's in the right format, not .ogg in your iOS export else it won't play. What does not work with this "hack" of the workarounds is the volume controls. Everything plays full blast and users have to control the volume via their main device master volume.

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  • weird thing is that my c2runtime is all messed up and weird :/

    it maybe because of the "minify script"?

    I don't minify. In fact, minifying script leads to major issues with Cordova/XDK in my experience...

  • So you have no "playMusicAsSoundWorkaround" variable in your runtime at all?

    Strange!

  • It wasn't removed, iOS10 changed the way Safari responds to certain feature calls.

    You have to use this instead on the first layout:

    Browser -> Execute Javascript = "StatusBar.hide();"

    Then you can request Fullscreen.

  • This is why I pray to the Code Gods that Construct 3 has Native support. I'm really tired of these third party options. You will never know when they will "quit" on you... No matter how many 3rd party build system your software may support.

    I would pay a lot more for Construct 3 if it had a native export option for:

    PC, iOS & Android. The rest can be optional or 3rd party... so it's less work for Scirra. They would only need to maintain 3x native export compatibility.

    This is the biggest demand feature from Construct 2's user-base for so long..

    It could also be a paid subscription service or whatever but C3 needs it to be complete.

  • i will test this on my game and see if its works, i export with phonegapp

    update: couldnt find that line of code in mine file.

    Do you set to use WKWebView when you do the Cordova export?

  • It should be fine IF you have your keystore file and iOS certificates etc. You can re-sign it with the respective Android/iOS tools.. since the export is Cordova based, you can move it to another platform that supports Cordova.

  • I went to the c2runtime.js file and found this line:

    if (this.runtime.isWKWebView)

    playMusicAsSoundWorkaround = true;

    I changed that to false;

    Re-compiled with XDK and tested it. No more crashes after playing an hour.

    However, audio volume via tags no longer function, it plays at full.

    This isn't a huge deal, since at least there's no more crashing and there's music!

  • I've already emailed you but it should be filed here too so that others who may experience this issue knows about it. Also, perhaps you could give an update to the situation. I suspect it is the previous work-around for audio/music in iOS 8/9 (play music as sound etc) no longer compatible with iOS10.

    Problem Description

    My game (https://itunes.apple.com/app/id1088622798) compiled on r238 and exported to XDK WKWebView, on the latest version for the required Cordova plugins works for the most part, but there's random crashes and it is related to music being played or looping in a new track. The error message is always the same "servers already up", white screens and game hangs requiring force close.

    Attach a Capx

    You have the CAPX already.

    Description of Capx

    Full game, iOS build.

    Steps to Reproduce Bug

    • Export Cordova, using XDK & WKWebView
    • Compile with XDK
    • Test on iDevice, fly around, going to and from planets to system. It's a random crash.

    Observed Result

    After playing for 5 to 30 minutes, sometimes sooner, a random crash occurs. This does NOT happen if Music is turned off (set to 0) in the options menu. It only happens with Music on.

    Expected Result

    Expect music to work without crashing the game.

    Affected Browsers

    • WKWebView export

    Operating System and Service Pack

    iOS 10 (10.0.2 and 10.1)

    Construct 2 Version ID

    r238

  • I just installed C2 r239 and NWjs 0.18.1, added the "--single-process" to the argument list in the package.json file, and I still can't see my game in OBS, neither in game-mode or window-mode, am I missing something else?

    Do it for the package-win.json... and it'll crash. Because --single-process is currently broken for 0.18.1 to 0.18.3...