hollowthreat's Forum Posts

  • version 1.4.5 released on IOS.

    Anybody noticed anything new ?

    https://itunes.apple.com/in/app/cocoonjs-by-ludei/id519623307?mt=8

    -The old ugly splash screen is back...

    "Nothing :)" as ludei wrote on their app update note.... thats like some kind of bad joke? i didn't notice any improvement except roll back to old splash screen, audio problems still there <img src="smileys/smiley18.gif" border="0" align="middle" />

  • that shouldnt be the problem, its not even big.

    what about collision points? how many points does your player & enemy have?

  • i'm also on r146, using platform left,right,jump, pinned 5 animated sprites on the plateform box, running solid 60fps on iphone5.

    so im guessing, it could be something else conflict with platform? as i dont have such problem

  • i dont have such problem with platform & cocoonjs on iphone5, what version of C2 are u guys on??

  • i've just update to the new cocoonjs launcher 1.4.5 for ios. i thought i read somewhere the reloadpoll error should be fixed in this version, but i'm still getting it plus some weird audio error. (C2 R146)

    game runs fine, but errors log showing a few of these:

    GET RESOURCE XHR '__?_=1383256983231': resource unavailable

    Could not read audio file metadata: "URLResources/audio_file_11646992430243804385.ogg"

    i'm sure i dont have such audio file in my project!

    anyone experience the same? any solution? some help Ashely

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  • marcel1980 try take all your BG off, see if that was causing the problem, and slowly adding back BG, if you are testing on iphone4, likely you can only make simple game with cocoonjs :/

  • marcel1980 hard to tell how complex your game is, for me, i have like 6~10 collision items on screen at one time, and i can pull 60fps from iphone5 or 45fps from ipad3. (like thehen said, iphone5 is very capable, the question is how many user still using iphone4 or older?)

    Joannesalfa look forward to your tutorial!! btw, have u tried ejecta? if you have experience on both, would you mind compare the 2 briefly? :)

  • I'm pretty sure a Chromium-based wrapper will turn up soon (if not, we'll make our own). That will provide far better support than either Ejecta or CocoonJS.

    can't wait for that day to come!! <img src="smileys/smiley32.gif" border="0" align="middle" />

  • voted! good luck :)

  • thanks for explanation! i thought it's total of all sprites, sorry for my false alarm <img src="smileys/smiley11.gif" border="0" align="middle" />

  • can i email my capx to you privately? i do not wish to publish my capx here

  • Steps to reproduce:

    1. remove sprites(added from previous builds)

    Observed result:

    memory use does not decrease when i remove sprites, only adding sprite keep adding to the "memory use"!

    Expected result:

    should have decrease memory size?

    Operating system & service pack:

    WIN7 64bit up to date

    Construct 2 version:

    R146 (64bit)

    * This is happening when I dealing with a file that I've been building for awhile, when i try to reproduce this problem with fresh new file, I couldn't get status bar to show the "memory use".

    * Update: It seems only the sprites that I added from previous builds that does not decrease the memory use when deleted, new sprites I added on R146 does show decrease of memory use when deleted. this is so weird!!

  • i like to see this happen! official GC export & plugins!

  • this topic is nothing new, it seems to appear more and more frequent!? guess mobile developing is growing fast! i'm surprised C2 team wouldn't give a clear answer to this....

    C2 is a great product, but when you must rely on a poor 3rd party exporter to finish the job, the experience can degrade dramatically!

    its meaningless for us frustrated users repeatedly discuss this problem, if C2 team wouldn't want to face it, or simply don't care about the mobile export problem!

    i would like to know whats C2's view on this problem, is there any roadmap to improve mobile export? Ashely

  • sorry cant help, it runs fine on my ipad3 ios7(cocoonjs app test over wifi), i did noticed 5~10fps drop from upgrading to ios7... hopefully ashely can help u out. (but most likely its up to ludei)