Halfgeek's Forum Posts

  • I would think that both iOS webview and safari actually supports the same audio formats (last time I checked, apple did not implement support for the ogg vorbis format in safari, and so I would expect that for the same reason of them, they would not support it either in the webview), and the same with android webview and chrome for android(but I think chrome supports both ogg vorbis and m4a, others would confirm or deceive that I think).

    The browser does, but there seems to be a conflict somewhere between C2's HTML5 Web export and CJS's 2.1 Webview+ implementation.

    I see in Xcode6.1 debug, audio calls only ever seeks to load the M4A file and not the Ogg file. This is why when I delete the M4A it never plays sounds.

    The reason I keep Ogg is that it works fine on Intel XDK and CJS Canvas+ for iOS. Now I'll just keep Ogg for Android and M4A for Webview+ its not a problem anymore.

  • It seems the audio bug is limited to Ogg audio format. I removed M4A audio previously to prevent redundancy and wasting of space on mobiles, and Ogg works fine with Canvas+ and XDK. But it seems CJS's Webview+ doesn't like only Ogg, but it works just fine with M4A.

    So, problem solved!

  • Your game looks awesome! Good work!

    Thanks, it's been a learning process for a complete newbie. I was very inspired seeing The Next Penelope & Airscape. I didn't want to do too much since Star Nomad was originally designed to be a mobile game first, so performance was key.

    I'm hoping to make Star Nomad 2 as presentable as some of the best PC/MAC 2D space games out there (and confident now it'll run well on iOS!)... it's a long way to go.

  • What about iphone 4s? Have you tried it? It's not so fast as ipad mini 2, but i thought that you need to support it to publish your game to appstore.

    You don't need it to publish, you just need to be specific in your targeted device in the App description itself as well as the testing notes to Apple.

    ie. Designed for iPhone 5s, iPhone 6/Plus and iPads with Retina Display.

    They accept it if you are very clear about it.

  • Congrats and I wish you the best of luck!

    Look forward to later Episodes too.

  • iOS8 adoption is coming along great.. let's hope the audio issue is resolved soon!

    Since it was running so fast, I thought I'd up the ante a bit and add in more parallax layers, effects and proper trails:

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    Still running crazy fast on iOS. It can take more! O_o

    Very exciting times for C2 mobile devs, we can essentially make a full blown PC quality game without fear of it running like a slideshow.

  • Can I have as many images as I want in my project now? I just tested my project (which has 249 images) on a Samsung Galaxy Tab 3 (7") and after 15 minutes or so, the game crashed (repeatedly).

    It seems pretty similar to the bug I had in the previous XDK version, when I had too many images. I've build with beta version, not stable.

    I'm also still experiencing a very long black screen between my splash screen and the HTML5 loader bar. Any idea how I can get rid of it?

    Thanks !

    I've got about 500 hundred images, it seems to run ok on lot of Android devices I've tested with beta users.

    But I did have some users crash with Tab 3 7inch and also Z1, it may be related to some background app tasks still running because a memory clean will fix it.

    The black screen between the splash and html5 is chromium being loaded (IIRC), its about 5 seconds.

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  • yes probably fast (and phonegab is fast too) because of new api of ios8 but the problem is

    That 80% of people are using ios7.X and they dont want to update to ios8, so you will not have a lot of coverage

    its sure that webview+ and ios8 api are the future of html5 games on ios and android but for the next 1 year

    A few week ago I saw it was at 50% adoption already. Its slower than iOS7 but at this rate, in a few months it should be ~75% and that's good enough for me. Heck, I'd even take 50%. The performance (and hence, battery life) of games is just stunning.

    Aphrodite

    It compiles a normal HTML5 web export, so I think it may be a safari or CJS bug with audio and not on C2's end.

  • I had that audio troubles too, but that webview+ is AWESOME, my physics game has even better performance than with canvas+, why scirra still not officially support it? I heard that canvas+ is not good, but if i understand it right the webview+ is apple system's webview, phonegap using it too, but cocoonjs is even better (because cocoonjs using the WKWebView instead of UIWebView).

    You had audio troubles? That implies its fixed now, what happen and how was it fixed?

    It is indeed extremely awesome on iOS8+, feels like the JS engine on Apple is much faster than on PC for a low power mobile SOC to handle my game as well as my Intel i5 Ivy Bridge.

  • Could the following post from Ashley explain the sound issues?

    https://www.scirra.com/forum/no-sound-on-ipad_p854247?#p854247

    Thanks, I will try to recompile it with those changes. Fingers crossed!

    Edit: Tried it, no change, still no audio. Guess have to wait for a fix...

  • Hi

    I try also to compile my game Mr. DOT and run under CJS Webview+ and the game run fast! really smooth!

    In my game there aren't soundtrack but there are some sound fx (like jump sound, pickup sound ecc..) and all work fine.

    But I notice one issue....

    in some parts of the tiled background I see some transparent edges, like lines that break the continuity of the tiled backdround....

    I usually use the Linear sampling on the C2 setting and on Canvas+ all tiled backgraound are good, but in Webview+ there is that issue!

    I try also to use point sampling but the edge of the tiled background are always with that strange 1 px lines on some edges.

    You noticed this issue on webview+???+

    Or others noticed this?

    So strange that your audio work. May I ask what format you use, Ogg or ?

    I used to have that same tile bg problem with crosswalk for android a long time ago on their older version, which they've fixed. But not on CJS Webview+ so far since I have not tested games with tile bgs yet.

  • In case anyone is wondering, here's some preliminary feedback for this new mobile option.

    I exported my big spacesim Star Nomad (PC version with high-res textures) from C2 using the HTML5 Web export option, zipped the entire folder, then compiled it with CocoonJS version 2.1 set for Webview+.

    Gameplay video:

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    Some quick setting in Xcode6.1, set for universal and provision/profile set it.. ran it on my iPad Mini 2 and WOW.

    It loads much faster (~10s) and even has the progress bar. It also fully supports Fullscreen Scaling Letterbox (prior it would only do Inner/Outer).

    I noticed something crazy right away monitoring the device usage.

    10MB memory usage!

    ARE YOU KIDDING ME?! I've trimmed & optimized it so much to reduce memory use, but on Canvas+ it was using ~170MB memory. On Crosswalk for Android it was ~150MB (due to loading Chromium itself).

    I enter the game, fly around, flew to a system where a large fleet fight occurs and watch the usage..

    12MB memory. CPU 20% loaded, 60 FPS! Holy mother of gawd... it used to be >100% loaded (hammering 1 core completely with fps dropping to 45 during intense battles, similar to Crosswalk on Android). Now its smooth as silk everywhere (no movement jittery bug like on some PC Chrome versions).

    I don't believe it. It's behaving like its running on Chrome PC on my i5-3570K CPU but on a much weaker mobile SOC! <img src="{SMILIES_PATH}/icon_e_surprised.gif" alt=":o" title="Surprised">

    I know for certain the low CPU load is real because the iPad remains cold as I play, prior, it would heat up. The side effect is also much improved battery life!

    HTML5/C2 is finally shining on mobiles with such amazing performance on iOS. Hopefully with Android L and updates to Chromium for faster JS, we'll get some great performance gains on Android too!

    This gives me much more confidence as I make Star Nomad 2, to pile on all the features & effects I had wanted without being afraid it will run like crap on mobiles.

    ludei

    Ashley

    BUT.. there's one problem. Audio does not play (no music or sounds). Any other C2 devs had the same issue?

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  • You want to track stages in a level won?

    Global Variables.

    World01StageCompleted = 0

    0 = none.

    1 = 1st stage won.

    2 = 2nd stage won.

    etc. til whatever stage # you need.

    Then check it when you are doing your level select/world map.

  • Had a chance to play through it, everything is very smooth and fluid, well done.

    But you will definitely need a tutorial though.