Halfgeek's Forum Posts

  • I can report that yes, playing a sound every 1 second does indeed fix the issue.

  • Heh I was running into this today when I finally got my game working on Android, sound would randomly cut off after a short play session and no more sounds at all. Music however, plays fine!

    It seems to not affect music normally. However, on suspend and resume, there's no audio whatsoever.

    Jesus google chromium always manages to reintroduce breaking bugs. /facepalm

    I'm going to test playing this sound every second to see if it resolves the issue. But this is impacting Webview & XDK Crosswalk.

  • https://play.google.com/store/apps/deta ... ized&hl=en

    This was a success on iOS.

  • In my experience, performance is comparable.

  • I've had this problem ever since NW 0.10.5 all the way to the most recent I can test it on, 0.13 to 0.15.

    This is an old problem: https://github.com/nwjs/nw.js/issues/3307

    I was hoping it would be fixed eventually but it seems to be an OSX limit on the number of files (images loading) opened at once by Chromium.

    I wanted to ask if Apple or Chromium is aware?

  • > You have to understand the Nexus 5X is vastly more powerful than the iPhone 5 in terms of hardware.

    >

    Yes of course, I understand that. I was just curious to know how powerful the iOS devices were that you were testing on to get outstanding performance. I haven't had the chance to test on iPhone6 yet, Im hoping performance will be as smooth the Nexus.

    Smoother. 60 fps lock with even less CPU utilization than on Android.

    Need to enable WKWebView, I use Intel XDK for iOS.

    https://itunes.apple.com/app/id1088622798

    Btw, the regular iPhone 6 is about as powerful on hardware as the Nexus 5. The iPhone 6 Plus is even faster.

    I'd love to hear some official information about Scirra regarding this plugin.. They said it months ago that they're waiting for a 3rd party update to complete. Is this still the case? Steam support is very important and without MadSpy we'd only have an outdated experimental plugin. Can you please tell us something about this Ashley ? Don't leave us hanging please. It would be better than nothing to have a temporary export option that would export the game with this combination:

    > Awesome! It works with SDK 1.36 + nw.js 0.13.2 + greenworks 0.13.0. No black screens, no any problems, achievements works fine!

    >

    It works just fine, just updated my game on Steam with NW 0.13, and Greenworks 0.13.

    I was previously on 0.13 alpha 7, and the final release build has some extra optimizations so the game runs even faster.

    Is there a reason why you would need 0.14 or 0.15? As far as I've tested, they aren't better. 0.13 is stable and no performance issues.

    > Steam overlay works for me (AMD GPUs apparently do not have an issue with it), but NV GPUs may or may not work, it's a bit random.

    >

    >

    I'm sorry, but what exactly should I do in construct's events to activate overlay?

    Absolutely nothing.

    But you need to add this

    "--in-process-gpu" to package.json's (win) chromium-args for the windows export. The file is in the Construct 2 folder, under exporter.

    You're welcome

    Thanks man. Btw, I'm not sure where Greenworks 0.13 came from, was it from your help or is this something Scirra came up with separately?

  • Im curious what one would consider to be a successful C2 game?

    Successful, any indie game to me, would mean you can be a game dev and pay the bills.

    People all dream big though, and it's good to have those aspirations. Myself, I just want to remain a game dev and take care of my family doing what I love. That's a dream come true in this world.

    I can't predict whether that will remain the case in the next years, but for now, it's going okay.

    rasulmono

    MadSpy

    Can confirm Greenworks 0.13 works great with NW.js 0.13, achievements work.

    Steam overlay works for me (AMD GPUs apparently do not have an issue with it), but NV GPUs may or may not work, it's a bit random.

    To disable F12, you just need to add an event that checks for F12 key-press and do nothing.

  • You have to understand the Nexus 5X is vastly more powerful than the iPhone 5 in terms of hardware. You need iPhone 5S or more recent to be comparable even to the first Nexus 5 (The X is even more powerful).

    I test on iPad Mini 2, iPad Air 1 and iPhone 6 Plus, these are my development devices. I also test on iPhone 5S borrowing it from friends and the like and it's also been great.

  • I've had some success of games on mobiles, so I can safely say that C2 is worth it.

    On iOS the performance is outstanding, and it's decent on Android.

    If and when we ever get the option to lock to 1/2 display refresh rate, ie. 30 FPS lock (good enough performance and low on battery killing), it would be perfect!

    > If I well remember...

    >

    Awesome! It works with SDK 1.36 + nw.js 0.13.2 + greenworks 0.13.0. No black screens, no any problems, achievements works fine!

    That's awesome. Gonna go test it.

    Btw, NW.js 0.13 is actually fine and really good in stability & performance.

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  • MadSpy

    Off-topic but of real interest for the dev community...

    Do you think you can make a plugin that forces iOS devices to set the refresh rate to 30 hz instead of default 60?

    I am reading and it seems possible:

    http://stackoverflow.com/questions/2128 ... pplication

    https://developer.apple.com/library/pre ... eRate.html

    Big games running at 60 hz really kills battery life on mobile devices, there's just no need for it as 30 fps is very playable.

    Irbis

    0.13 and 0.14 had some nice performance gains, my testing find around 20-25% better CPU usage for the same 60 fps delivered. However, it also fixes the stutter/jank and memory leak, which you will encounter on 10.5 if you play your game over a long period of time. The bigger your game, the faster you run into these issues.