jayderyu's Forum Posts

  • The situation is that we are talking about Intel Crosswalk and not XDK. XDK is a tool set for wrappers and supports a poor IOS wrapper. However the Crosswalk is the big and full Chrome system giving desktop level features.

    NO. There is no IOS export for Crosswalk. If you use XDK to export to IOS you are using the old PhoneGap which is poor for games.

  • There is no way to embed AND with OR into the same Event. pitty :|

  • you can't. It's some stupid browser settings with no overide :|

    this ***** even more so with network gaming :(

  • Well. I did a test run, but the game just crashes out :|.

    I can say however this was super super easy.

    I think if there was a custom program.cfg which points to signing keys, name, icon reference and so it would be great. I love the fact that I don't need to upload my stuff to a cloud source. it's my big beef with XDK

  • mrchay

    I was looking over your system. So I have a few questions.

    * Do I need Android SDK?

    * Do I need to download Crosswalk sdk?

    * Do I need the JDK

    * Does your program just use the the source apk rather than compile an entire program.

    * Does your system support Cordova(I need cordova for Ouya support)

    * Which version of chrome does this one use?

    * Are you awesome

  • Thanjks you rock. I've had troubles with the python script.

    crazyjack

    he can't. Crosswalk Intel is just for Android at this time. If intel ever does Crosswalk for IOS then he can. Until this it's either CocoonJS or Ejecta

  • When Box2D only uses a simple Fixed time step then code execution speed impacts the results. It's the reason I don't like Box2D much, the official box2d has never implemented cross platform and code speed execution handling. Now not all browsers are made the same. IE browser has slow JS execution speed though improved these days.

    But there are a few things to check out first.

    1. Go to your project properties.

    2. Check under physics engine. You have 3 optiosn. Webbrowser, ASM.js and CocoonJS. try out Web and asm options and see if helps at all.

    If that doesn't work. you can work on creating an improved manual timestep in C2 physics option. If the above doesn't work, this one will.

    gafferongames.com/game-physics/fix-your-timestep

  • the Help Wanted section are for people looking for working in projects. ie team searches, profit shared or paid. Most Help questions should be posted in the "How do I"

    Being a new user :)( I loved those discovery days) I would suggest checking out this tutorial

    scirra.com/tutorials/37/beginners-guide-to-construct-2

    followed by the tutorial section

    scirra.com/tutorials/top

    and this thread put together by kytric

    scirra.com/forum/how-do-ifrequently-asked-questions_topic45416.html

    are all life savers and a great place to start :)

  • var start_time = 0

    var pause_time = 0

    var pause_total = 0

    On Level Start

    start_time = time

    On Pause

    pause_time = time

    On Unpause

    pause_total = time - pause_time

    On End Level

    (time - start_time) - pause_time

  • Who knows. It would be nice. But you can always create a behaviour now if you need it.

  • Just as a feeling from the system. I feel that C2 is awesome, but it's still geared towards smaller games. Our Point and Click game had 250mb usage for one room/layout. On our PC this had apx a 3second load time. Sure this is small; but the game isn't finished. To even get that we had to cut 1/3 of animations. And due to the audio glitch from the load time we had to cut the animations down to 1/2 of the original which had our load time to 2 second.

    because of all of this we had to implemented a fade in/out to hide the fact the game pauses. Now when our game get's bigger this won't be so hidable. Having more input and control would be great. But I do understand Ashley's point of view. C2 isn't an open API it's an entire language environment.

    Though would be really nice to to have a between layout loader.

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  • hmm. That's interesting.

    When watching the memory of the game play and especially our larger game. I notice that per layout the memory usage is different. In our highest animated room the memory usage is 250mb and in our first room which has the least our memory usage is closer to 100mb. So memory usage is different. If all the sprites were loaded then our game would likely use about 1000mb at all times. So that's not the case.

    Maybe what is happening is that C2 downloads ALL the assets, but stores them in the offline cache. This would account for for the AJAX to download all the images.

    Also aren't the sprites on export on sprite sheets anyways. So it seems all the sprites have to be downloaded anyways. C2 on spritesheet can't really be selective to what parts of a sprite sheet are transfered. So it seems all the assets are going to get downloaded due to lack of selection. So if you can examine the AJAX call on the sprite image then it sounds like your monitoring a preview.

    While I like the idea of only downloading the assets between layouts when needed and having a loader screen. It just doesn't soudn like it's feasible with the graphics being packed onto a sprite sheet. it sounds like al the sprite sheets need to be downloaded at the beggining. Which does add a lot of download overhead. :|

  • I thought the Layout by Layout loading already did this. Am I missing something?

  • IntelRobert

    The XDK Crosswalk player crashes for me every time I try to load a page :(

    It's an Acer A500, using a non Acer ROM for JellyBean The CPU/GPU is an early Tegra 2 version. So the tablet is a bit dated. Compiled XDK's still work, just not the Player :(

  • You can also create a simple plugin with no functions. Which sole job is to insert the custom api into window.foo name space. Then he wouldn't even need to modify anything else. So why not that. Even makes it easier in the long run. Also some wrappers don't even use the index.html.

    I can't say he is using CJS, more than likely it's just for a web browser. But if say it were CJS. Then putting the modifcation in index.html would have no effect as index.html isn't being used.