j0schi's Forum Posts

  • jep, i have read it.... but also there seem to be several issues with the sound in crosswalk... basically the whole sound thing lags on start of a layout + you cant controll music volume... it always plays at max vulume at crosswalk. and when you import music as sound it works, but the app takes 5 minutes to start O_o doesnt make sence....

    hopefully things get sorted out soon. its very frustrating when you have your whole app ready and cant publish it because BASIC features dont work.

    regards

  • Hey, everyone,

    I’ve encountered a bug / error which I can’t walk around so i ask you guys if you have any ides...

    For referent, everything is working fine in website export: http://bytecrunch.org/games/ocp1/

    When I export the same game for crosswalk and build the app everything works, but the music is always playing at maximum volume... ( I have an option menu where you can set the volume....) it also works in the intel XDK emulator without problems...

    Also I have trouble getting the tilt control to run. Touch works without problems. I’ve activated the accelerometer plugin in crosswalk and added the necessary options in construct 2 [quote:1s8vgmfr] gamma orientation = -20 MOVE playerbox.movingspeed*dt pixels at angle 180

    Any thoughts on this? i really want to get this game done but those issues are very demotivating :/

    Kind regards

    Joschi

    Edit: I’ve also uploaded the apk for arm, just in case anyone wants to test the game on their device... I’ve still having some trouble with lags on start of the main layout... http://bytecrunch.org/games/ocp1/ocp1.apk

    and as always: Thank you very much for your help!

    Edit2: ive also tryed to import the music file as sound, which solves the issue. i can set the sound and the music volume seperatly. the problem with this is, the app then takes 4 minutes just to start (stuck at the loading screen at 60%) which is also unacceptable...

    shouldnt this go much faster as the music isnt streamed when compiled with crosswalk?

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  • Thanks for pointing this out. Same problem with Asus K00F

  • AlexFrancois i had the same problem, when frames dropping to low everthing gets pretty unresponsive... i chose a completelly different game layout and for now i am fine... hopefully they will fix the webgl issues... i havent tryed ashleys tip yet but will do so shortlydid you try it?

  • to answer my own question, round(random(1,3)) does the trick

  • Hey guys,

    the following script leaves the variable completly empty:

    [attachment=0:15mldtjj][/attachment:15mldtjj]

    am i doing something wrong?

    regards

    joschi

  • alvarop there is not much going on... you can download the capx from my dev server here: http://bytecrunch. org/dl/

    if i remove all objects from the layout exept the background and the butttom it runns smothly and drops to 55 fps from time to time... but still those drops are kind of strange... such few objects shouldnt have such an impact... i will get a new phon ein a few weeks, hopefully i find something that is not bigger than my s2 haha <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • i give it up for today... those framelags just seem to be to random... all runs smothly on 6ß fps and then suddenly the whole frame lags... drop to 35... a few seconds later everything is fine again

  • , thanks for the clarification. canvas seems to be fine, but webgl is just "impossible" to activate on my s2 in chrome. its kind of frustrating that my really small game has such a poor performance...

    for reference: (the game to test)

    bytecrunch . org/flow

    does it mean that if webgl is not available for crome its also not available for crosswalk? any work arrounds? or a way to test it and be sure? i really want to focus on developing the games, but if they dont run smooth its just not fun to play them at the end...

    its hard to find information on this...

    shinkan thats good to hear, but is there any way to ensure that it is enabled on all your customers phones? i mean you have to develop for the wekest phone you want to target... for me this is the galaxy s2... if my games dont run smoothly on them its just pointless... and i hate this dilemma as i just love construct2!

    regards.

  • It says WebGL: unavailable

    does this affect the performance if i dont use any WebGL effects? also does this apply for crosswalk?

  • yep, i will read a tutorial about this

  • Thanks for your advice shinkan, ive managed to get the fps to 55+ stable on my s2!

    here is what i did:

    • update text every 0.1 seconds rather that 0.01 seconds
    • removed pulse effekt from text
    • set background clear to "no"

    runs pretty well now and controlls are responsive! i can work with this!

    sometimes a few smal changes can have an impact!

    regards

  • that was not the answer that i was looking for haha

    s2, s3 might be old but they have a quite fast processor, it shouldnt be a problem to handle such a game?! i mean there happens litterally nothing and i have played more complex games on my mda II back in 2004 O_o

    if this really is the case that i dindnt do something wrong than it might just be impossible to develop for android with construct2, at least for now... i dont know many people who have a better device than an s3 and as i am planning on making complex games this will just dont work. even my simple drag and drop game works kind of slowish...

  • Hey all

    To mention first, is is my first relativly complete game i made with construct, the basics are done, so i exportet it to android (crosswalk)

    while trying it i experienced several performance issues. my question would be is this a general crosswalk issue or have i done a very bad programming so it lags.

    the main problems are:

    • It doesnt run smoothly on s2 / s3
    • the touche input has a big lag which makes playing on mobile devices a pain
    • my attempts to programm a double jup failed because it seems to be random when he accepts the command and when not.

    you can try the game here: bytecrunch [.] org/flow/

    and here is the action shart:

    [attachment=2:2pt4q9s1][/attachment:2pt4q9s1]

    [attachment=1:2pt4q9s1][/attachment:2pt4q9s1]

    i am thankfull for every hint how to do it better or what possibly can cause those issues.

    all sprites are 32x32 / 64x64 / 128x128 or 512 x 512

    thank you in advance

    Joschi

    edit: attempt for double jump:

    [attachment=0:2pt4q9s1][/attachment:2pt4q9s1]

  • hah, i think i got it know! maybe i am an idiot, but here is the point where ive got confused:

    [quote:n2acthbj]If you add an instance variable to a family, all the object types in the family inherit the instance variable. For example, adding the instance variable health to the family Enemies in the above example will mean BladeEnemy, BugEnemy, CrescentEnemy, FighterEnemy, SaucerEnemy, ScytheEnemy and SlicerEnemy all gain a health instance variable. It will also appear in the editor alongside each object's own instance variables.

    As you can see the object astroid_iron is in the family RadarObjects. But in the editor it has neither of the instance variables from RadarObjects.

    [attachment=0:n2acthbj][/attachment:n2acthbj]

    so i assumed that the instancevariable from the family doest count for every single object, but just one time for the whole family. and if i set it to another value all values get changed for every object. if it count for each object in a single way and is editable for each single object seperatly it does exactly what i want it to do

    Is this an roor in the discription, a bug or am i still missing something?

    found it: on the propertys on the left site of construct it shows up... man thank you so much again