ilimi's Forum Posts

  • Hello cranberrygame !

    I installed the plugin https://github.com/cranberrygame/cordova-plugin-game

    When I get achievement on the iOS, I do not see a popup with achievement.

    But, In the Game Center achievement is visible.

    The player will not know when he will achieve until comes to a Game Center.

    How to enable popup banner when receiving achievement? This is bug?

  • Ashley,

    1. Create a project

    2. Add to sound and music

    3. Export to Cordova

    4. Compile the project in intel XDK or Cordova or CocoonJS Webwiew (+) for IOS

    Cordova (based on which all mechanisms intel XDK) on the IOS system does not work properly. Music does not play until you was tap on the screen.

    In a complex project, it creates a huge problem (no music plays at the right time).

    Also not working "trigger", designed to disable the volume on the iPhone and iPad.

    Performance Cordova lower than Ejecta or CocoonJS Webview +

    Directly on the Intel XDK there are also problems with the orientation of the screen and hiding the status bar. This is achieved by using third-party modules and crutches.

    It all problems associated with Cordova on IOS.

    For Android it works wonderfully.

    I think, you have forgotten that the most profitable mobile market is the App Store.

    *Memory management in the Ejecta better than in Cordova.

    Need more reasons?

  • Ejecta support was deprecated a long time ago, and we have not been maintaining Ejecta since then, so closing as won't fix.

    Ashley, ok

    Is there a way to get the unmistakable sound playing at cordova under IOS? It is not possible. This means that you should not write about support for IOS, so as the current support intel XDK poor.

    You could conduct more tests. I'm sure that the problem is not only in Ejecta.

    Thank you

  • Problem Description

    At the start of any layout on any project, smeared all sprites on the screen and have a mirror copy.

    This is true only for all the sprites that were in the area of the viewport at the start and moving objects, including parallax layers.

    The problem in the IOS (Ejecta). I have not tested on Intel XDK so like Cordova does not work correctly with the sound on the IOS.

    Intel XDK is not suitable for a full-fledged export on IOS.

    Watch the video:

    https://youtu.be/2gHxi-q7gr4

    Attach a Capx

    All Project

    Steps to Reproduce Bug

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (I do not know)

    Operating System and Service Pack

    x64, Windows 7, 2 SP (IOS 8,3)

    Construct 2 Version ID

    r207 x64

  • a dark interface editor, running natively on linux!

    Dark interface has long been there. In the setting "Dark Gray".

    However, a change of the interface can sometimes lead to errors.

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  • Very important! It is necessary to add the event to "reset groups on "sheet_name" "

  • Timescale for rewind and play forward. number 2 from ilimi list

    +++

  • I need the ability to change the Time Scale for all objects, and maybe plugins.

  • i want C3 to support 3d game development if it does then C3 becomes easiest 3D game engine because its event system is really easy hope so scirra should add 3D game development in C3

    3D - a completely different sphere, is much more complex 2D.

    Make good support for 3D creation is equivalent to a completely new engine, which is a lot of unnecessary tools for 2D games.

  • I wish, I wish to see in the C3:

    1. Work with a transparency mask.

    Why I need to do the individual sprites to close "technical issues", if I can close them easy mask transparency. (As in After Effects for example).

    2. Ability to make exceptions for Platformer behavior.

    For each object you can do "their" wall.

    3. Working with vector graphics (At least limited).

    At least in order to make the interface without loss of quality when zooming.

    4. Normal export to mobile platforms, especially on the IOS. It's a real nightmare if you want to make the game more than Flappy Bird.

    Exports, which are now to be free, so as the third-party services make applications for phones rather than construct 2. (Intel XDK is terrible).

    5. Dummy objects (like there are in 3Ds Max and After Effects). Invisible service objects. At the moment, we have to create sprites for service objects that are not rational.

    6. Make icon cache independent of the settings of Windows.

    What I can not create in the project more than 2000 unique objects, with no edits the registry Windows - it's awful.

    7. Return the support CocoonJS, as an alternative way of exports.

    Currently, CocoonJS provides significantly better performance than Intel XDK, Ejecta and even clean Cordova.

    8. Remove the required objects to the browser icon.

    Why do we need them? Who needs can add them separately.

    9. Make it official support of the program "Spriter" and add plugin in C3 bundle, so this is the only 100% compatible tool for the normal animation.

    10. I wish that when you export a mono sound in m4a, it also remained a mono sound, while not encoded in stereo.

    11. The priority in the development of C3 must be the performance of the games, and then everything else.

  • Ashley, It worked!!!!!!

    Does this still happen on the 64-bit version of C2? The OP error message indicated a 32-bit install of Construct 2.

    I've looked in to this, and it appears Windows simply has a hard limit of 10,000 UI objects, even in the latest versions, which sucks. C2 also provides icons in 3 sizes (16x16, 32x32, 64x64) so with 2000 object types in your project you could get up to 6000, and then I guess there's a bunch of other UI stuff going on, so it hits the limit and basically the UI starts falling apart as it can't allocate any more UI objects from the OS.

    I've read a few posts by MS engineers along the lines of "10000 should be enough for anybody" (sigh) so doesn't look like this will change any time soon. I will review the code in C2 and make sure it's as efficient as possible, but I'm not sure how to avoid creating all the necessary icons for components like the project bar, where it needs to be able to show everything at once. Icons are also already lazy-loaded per size requested so that should keep the counts down too. Perhaps there's something else I'm missing, but I'm not sure what it could be.

    Possible hackish workaround - do not attempt if you're not comfortable with possibly system restoring/booting in to safe mode to fix things: from what I've read you can increase Windows' limits slightly, by modifying the registry. Head to HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Windows. There are two keys initially set to 10000: GDIProcessHandleQuota, and USERProcessHandleQuota. Set them both to 18000 (decimal) and reboot the machine, and hopefully C2 will have more breathing room with icons.

  • [quote:23zovi44]Is it plausible to keep working with that setting?

    Yes, but it will be quite time-consuming because of the slow speed.

  • Ashley Attachments - demonstration of the problem. I can not send my project in its original form. I just created a lot of sprites for a demonstration.

  • Ashley Watch this topic, last post: https://forums.html5dev-software.intel. ... d&start=10

    There I report an error.

    In the Ejecta I can monitor memory and CPU consumption in xCode.

    I understand that XDK is better, but it's still raw and I plan to produce their product using Ejecta.

  • Closing as Ejecta is no longer officially supported as of r191, and the corresponding Ejecta issue was closed due to lack of information.

    Ashley , I think you're too early abandoned Ejecta. Intel XDK not work correctly with applications for IOS. Intel XDK needs many improvements.

    PhoneGap does not support applications more than 50 megabytes, which is also unacceptable. At the moment, there is no good way to make high-quality applications for IOS.