hollowthreat's Forum Posts

  • Ashley yes!!!!!! both the turbo and accelerometer issue fixed and its running much faster(performance wise) than cocoonjs, you should suggest those who complaint mobile performance to try ejecta, its a big improvement over cocoonjs, thank you so much!

    however i notice some more bugs, audio pause is not working, and audio play rate also not working on ejecta. do i need to file another bug report? its quite simple

    and on a side note, not relate to ejecta but its the exact same turbo issue now happening with the just released cocoonjs v2, i think you know what exactly the problem is, maybe you can pin out the problem to ludei? :/

  • Problem Description

    Game runs unusually fast after minimize the game (pressed iPhone's home button) and come back to the game result in turbo speed. Monitor with xcode's debug, shows CPU usage go up, and FPS drops every time re-enter the game.

    Attach a Capx

    ejecta_turbo.capx uploaded!

    Description of Capx

    1 Object with sine behavior, and text showing timescale.

    Steps to Reproduce Bug

    • Step 1. Create any game, in this case an object with sine and text object.
    • Step 2. Export with official Ejecta exporter, NO minify.
    • Step 3. Download and extract latest ejecta from https://github.com/phoboslab/ejecta
    • Step 4. Rename exported folder to App, copy to ejecta folder.
    • Step 5. Open xcode file, change bundle ID & team, run test on iPhone 5(also tested on iPad 3 same problem).
    • Step 6. Press home button.
    • Step 7. Press ejecta icon(back to game)
    • Step 8. See the turbo or jumpy performance. (this is a very simple project so it might not be noticeable, repeat step 6 & 7 a few times to see the issue, or monitor CPU & FPS from xcode's debug)

    Observed Result

    Uses more CPU and game runs faster than it should after minimize the game and come back. On iPad3 it went from 60fps(first launch normal speed), to 25fps(after minimize and reenter game 5~7 times)

    Expected Result

    Game performance unchanged after minimize and come back.

    Affected Browsers

    • Chrome: (-)
    • FireFox: (-)
    • Internet Explorer: (-)

    Operating System and Service Pack

    Win7 64bit latest / OSX latest + latest xcode

    Construct 2 Version ID

    R165

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  • Ashley no, i wasn't sure where to report the issue, thought its ejecta's problem, and i got used to the 'no support' from using cocoonjs lol.

    thanks for asking, i'll try reproduce the issue and report in bug section this week! i'll be very happy if we actually gets support with ejecta, good job team scirra!

  • delgado sorry i cant help you with browser loader

  • yup i do my games in ipad's retina resolution, it works on both ipad and iphone. but the turbo issue i state earlier is a biggie, cocoonjs still the better wrapper at this stage.

  • delgado loader layout wouldn't show over cocoonjs launcher, you have to compile to test your loader.

  • After I minimize my iphone game and reopen it from the multitask bar it starts stuttering, especially the physics. hiw to resolve this?

    i experienced similar, it went turbo after i reopen the game!

  • > just got my first android phone, some quick test with CocoonJs launcher & Cakewalk play, impressed with cakewalk, performs really well, especially audio, which is horrible on cocoonjs(i cant imagine how people publish games on android with cjs, audio is so buggy), but cakewalk still little buggy, i find some transition animation i set at start of layout, its hit or miss, sometimes it plays the animation sometimes not, weird...and seems to handle large image file not so well? browser vibrate also not working on cakewalk, it crashes right away! is there a place to report cakewalk bug?

    >

    you mean crosswalk, not 'cakewalk', right?

    It's our bug tracking system:

    https://crosswalk-project.org/jira

    lol yes 'crosswalk', what was i thinking?

    can't wait for admob & play service leader board function!

  • setting up mopub & iad for cocoonjs for the first time, i can see mopub test ad banner, but not iad test ad, i've read that i need to set CPM in order to show ads, but i cant find anywhere to set CPM for iad. anyone with mopub + iad working please help!

  • just got my first android phone, some quick test with CocoonJs launcher & Cakewalk play, impressed with cakewalk, performs really well, especially audio, which is horrible on cocoonjs(i cant imagine how people publish games on android with cjs, audio is so buggy), but cakewalk still little buggy, i find some transition animation i set at start of layout, its hit or miss, sometimes it plays the animation sometimes not, weird...and seems to handle large image file not so well? browser vibrate also not working on cakewalk, it crashes right away! is there a place to report cakewalk bug?

  • Joannesalfa yeah, which is hopeful for C2 iOS dev!

    one other thing i notice, accelerometer on ejecta works quite different(probably not an issue), its reversed. and sensing differently too, its hard to explain.

  • i have a quick test with ejecta on iphone5 today, it runs very well, uses less memory and cpu, compare to cocoonjs, compiled file size also smaller. but i notice an issue when i left the game to browser or ios interface and come back, the game speed went crazy like turbo. i haven't test iad, iap, gamecenter yet, but performance wise its very good!

  • I'm probably doing something simple wrong, but i can't figure it out.

    When i open and test the exported game (using the new ejecta exporter in r165). I change the name of the exported folder to "App" per the instructions. Copy it to the same folder where Ejecta was unzipped, so that its next to the source folder.

    But when i open the xcode project and click run, after "indexing" i get Red exclamation points on every file in the project on the left hand side and it wont run.

    This is being tried in xcode 4.5.2 on mountain lion

    Any ideas?

    i haven't got the chance to try the official export yet, i'm guessing you need to upgrade to latest xcode?

  • i'm still making games for mobile with C2, most newer device should have no problem handle it(iphone4s onwards), even if the performance is fine, i notice games made with C2 drains more battery power than others, probably it requires extra cpu power to run? felt like running some heavy load 3d game when playing my simple C2 game on mobile :/

    anyways, i'm not making any huge game at the moment, so there are probably more shortage in C2 i haven't come across yet.

  • Didn't know this is possible! Exactly what i was trying to find! Thanks