Kraudi's Forum Posts

  • I have some audio problems with audio working as it should. Anyone else? In cocoon all works fine

    another update, solved iad & gamecenter, they are straight forward as others mentioned, as long as you don't mess with 'is authenticated' condition, it's likely bugged, and can cause all sorts of weird error or partially break the game.

    So if I use Ejecta I don't have to use 'is authenticaed' to be working fine?

  • WOrks great now with Ejecta. Only one sound sfx does not play as should. volume is set at 0db so dont know whats the problem. Rest works

  • good news! ashley fixed 2 issue i mentioned earlier, no more turbo after re-enter game, and accelerometer is reversed to normal!

    further testing and comparing the performance of ejecta and cjs, testing with a simple infinite game i'm about to release on iPhone5, here is the result from xcode debug monitor:

    Loading the game at beginning(not counting the splash):

    Ejecta is at least twice as fast to finish loading.

    Title layout idle:

    Ejecta use 30% CPU while Cjs use 70% CPU

    In game:

    Ejecta use 60~70% CPU while Cjs use 70%~100%

    Ram:

    Ejecta use 125mb, Cjs use 160mb.

    Sounds great. Will it be included in next version?

  • I just tried it, seems a little faster, but tiled bgs, 9Patch and audio still don't' work right in some cases..

    and the splash screen is doing the flashy thing again. It was gone for a while, but it's back.

    Is the new Android launcher out yet? Nothing in iOS right now

  • Hope it improves stability to physics on mobile devices..

  • So we can export it from Construct 2 as html5 and upload it to ludei's cloud service to export it to ios and android?

  • Problem still exists. Keeps me from releasing it to the Appstore. Sucks.

    Have you a capx (or a screen shot of the spawn event at least) you are able to share? Is it possible that the ball is spawning inside another physics object? If you're pinning the previously spawned ball, is it possible that the pin action is affecting the wrong ball (just a guess but I've had that happen!)?

    And yes. My ball is inside another physic object but not in a polygoned area so there shouldnt be a collision at the start. also ball is not created at start(its already positioned on the layer)

    Which alternatives do I have instead of physics? Bullet works but has bad

    collision checks on circul balls. its a top down puzzler (like a topdown pool game)

  • Im using the Box2D

  • It happened again. Damn!

    Edit: Added some debug stuff and found out when the problem happens the "On any touch start" will be activatedd but the "On any touch end" not. But I don't know why and why it does not work again when I restart the layout.

  • Any solution for the "turbo" bug after minimizing the game?

  • Getting closer to release Hope it will be this month.

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  • Getting closer to release Hope it will be this month.

  • The ball is already placed on the layout (different starting position for each level)

    here is the swipe events

    may you find something:)

    strange is. exported via node webkit and all works fine.. no problems with ball not shootable.

    Edit: Tested now 10-12 times with force instead of impulse and it works. Dont know if its luck or a solution.

  • Thank you. Yes I tried over the launcher with debug but there is no error at all. Thats what I dont unterstand. Exporter via xCode its the same. But as I told it happens completely random. Changed now from impulse to force but I have to to test it a couple of times to see If the problem still exists. Otherwise the game works at excellent fps from iPhone 4 to the newest devices. No stuttering and plays always the same with physics set to fixed.

    its just that damn random problem that exists.

    I also tried bullet instead of physics which works but as my ball is a circle it is not good with collisions on the edges of solids. Thats why I tried using physics

  • Btw. What is the difference between Physics Impulse and Physics Force?