MaorKeshet's Forum Posts

  • The rex_date plugin works great for me and very easy to use

  • Thanks

    I'v been looking endlessly on the manual and couldn't find anything... should adopt the habit to search the tutorials as well...

  • I think this definition of Totalseconds is the definition of Date in most languages, so you should not need something else than the date for most cases, and there are solutions for that I think.

    Aphrodite - How can I access the device date and time from c2? (I want a certain feature to run only once a day)

  • Ashley - Thanks for clarifying this issue. Makes perfect sense

    Aphrodite - I do not use multiple animations in one sprite. On my setup each of these heavy animations is a separate object , I never need more than one animation at the end of layout so no need for multiple animation load.

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  • There is no need for a preload feature. Construct 2 already preloads any objects placed on the layout. If you create an object at runtime which is not in the layout, it has to load it then and there, which can introduce a jank - so just place the object in the layout and destroy it on start of layout. They will still be preloaded. Any objects placed in the layout will not be unloaded until the end of the layout. Objects loaded at runtime may also be unloaded at runtime if the last instance is destroyed.

    Ashley I am a bit confused here. Say that the layout does include one instance for each required object. Naturally the objects will load with the layout. But immidiatly after that you suggest to destroy the objects. Wouldn't these objects be unloaded since the last instance is destroyed???

    The suggested method is not very practical in my case. It is not reasonable to load all presenter animations when the layout will eventually use only one (randomly selected). My solution is to create a random presenter animation and place it offsscreen while the layout is being played, so it is ready for use when needed. This is actually an a bit lame but effective gfx preload procedure.

  • I understand that, but for some particular sprites I need to have the destroy property to "yes", otherwise I won't know when to delete particular sprites. But according to some of you here nothing should be unloaded while a layout is active, so if that is true then it's not an issue.

    A "DestroyMe" variable on these objects may help you to do so without using the Destroy after fade option.

  • You can create such condition by combining "On touch Nth end" and "Is touching object" conditions:

  • .... and other sprites are coded with the "Fade" behaviour, so even if they are created off layout they will only last for 3-seconds before they are destroyed by the fade behaviour. And once they are destroyed 3-seconds after layout start then they will be unloaded from video memory, thus negating all my efforts to preload a god damn texture!

    This is a straight forward RTFM issue my friend.... Switch the fade's Destroy property to "No" and you are done....

  • C2 loads everything into memory at the start of layout, so the objects already exist in memory.

    There is no reason for the creation to cause a slow down.

    I experience the very same problem in my project: On my game at the end of every screen the game presenter pops in to congratulate the kid for completing his mission. At this point one of many possible animations is selected randomly. It is not possible to add all animations to all screens as it will create a huge load.

    Here is what I'm going to try: I will add a "mission-is-nearly-completed" trigger that will create the presenter's animation while the game is played so it is ready and well timed for mission complete climax. That should work.

    Ashley - I think that an Object Preload action could become handy for such cases, so you can run animations that are not included in the current layout without any delays.

  • Note that Dominic (the lead dev of Ejecta) identified and fixed a problem that caused WebGL mode in Ejecta to fail to release most textures. If you had problems with memory management in Ejecta before reading this post, try re-downloading the code and testing again: https://github.com/phoboslab/Ejecta

    After some testing I can confirm that the fix in Ejecta does the trick and memory offload is happening when changing templates. I monitired also some occasional drop in memory usage while using a layout (playing a game).

    This is one of the memory tests I run.

    https://dl.dropboxusercontent.com/u/8918895/Screenshot%202014-06-20%2014.38.26.png

  • Ashley jayderyu

    I run few quick tests with the new ejecta master template. Memory engagement look very effective, I was surprised to find out that the memory usage drops occasionally even while playing a game (!)

    Many thanks to Ejecta team and to Ashley

    https://dl.dropboxusercontent.com/u/8918895/Screenshot%202014-06-20%2014.38.26.png

  • This is great Thanks ASHLEY.

    I already downloaded the xcode master zip, will test and report as soon as I'm back to my desk.

  • Ashley - Is there a known solution to this issue?

  • The memory issue is more with IOS. Seems that most Android devices run on 1gb for a longer period of than IOS has been. Seems that CJS may be worth a shot with all the optimizations that have gone on. I would suggest trying with the launcher and copying an export out.

    jayderyu My CJS build crashed upon startup so I'm not going to continue this path. Not sure what you meant about "copying the export out" though. From C2 I exported to CJS and used the cloud compiler.

  • Hello Constructors

    Google Play limits the APK file size to 50 MB but allows additional expansion file of up to 2Gb.

    https://support.google.com/googleplay/android-developer/answer/2481797

    I have seen this question on some places on the forum, but it was never answered: How can I set up my C2 and/or crosswalk to create such structure?

    Thnx