matrixreal's Forum Posts

  • its impossible because intel xdk only gives you a complied (and signed) IPA so you can't change anything on xcode

    you can only send it directly by application loader to itunes connect

    cocoonjs and ejecta provides youa xcode project si you can manipulate it on xcode

    you waste your time by using intel xdk and his poor performance

    you can done your game and send it to itunes connect in only 30 mn using ejecta and it have good performance and all things seem to work with it (IAP, gamecenter,admob, iAd etc ....)

    and what about store listing error , success ?

  • i hate mario

    i like sonic

  • good question

    how to prevent hacking webstrorage or local storage ?

    and how to encrypt data (sounds and images) ?

  • hi,

    great plugin

    i will be thankfull if you add effect like slide or bounce (left or right up or down) but looking like if we go to the second layout there is no distance between them (its like the layout are sticked)

    thanks

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  • add : wait 3 secondes (for example) between add product ID and Request store listing

  • Beside that, you could try and reduce the times you check for collisions in your actual code. Say if you have your "check for collisions" on every tick you may want to push it back to being on a timed instance of every 0.1 to 0,2 seconds so it's not checking quite as much.

    can you give us an example about this and about bootlean collisions checks ?

    thanks

  • hi,

    1- to mesure cpu usage for ios (use safari to preview because it gives you approximatly the same on device)

    2- to mesure cpu usage for android better use chrome for preview

    3-now you have to read 3 or 4 tutorial of ashley and other members on how to save your memory usage and optimize the game (cpu usage)

    4-avoid every tick actions

    5-beware of collisions check (desable them and enable them only when it is necessaire)

    6-beware of behaviors (desable them and enable them only when it is necessaire) to

    7-for me if i get cpu usage more than 40% its much .... your game will certainly run slow

    8-try to enable Webgl if you want to use webgl

    9-set pixel rounding to on and sampling to point in project propriety this will give you huge performance and remember to use render cell to on if you have large layout with collisions checks

    10-we need to see your capx for more details and determine what is going wrong

    good luck

  • don't waste your time use ejecta

  • Ashley

    i understand what you say and probably maybe it tike too time to revise the plugin

    but what i have to say is :

    1-some times i hear it twice (even when i just play the sound 1 times on start of layout like my example")

    2-when i just excute a javascript call to play audio it play it one time (on device and on debugger for iphone simulator)

    3- i will try to mesure performance because i see some differences and post the screenshoots here

    anyway thanks

  • matrixreal - your original report does not follow the guidelines so there is nothing I can do anyway, and I don't see that you've identified anything that has actually been broken by this, so it sounds like it's really working fine.

    yes its ok its clear that it work fine but in same time its clear that it plays always double (twice)

    what are the details/guidelines that i have to provide to prouve this bug ?

    thanks

  • Closing as Ejecta is no longer officially supported. We recommend using Cordova instead.

    please Ashley can you take a look on audio plugin for next update , it seem that it play audio alway twice

    and the problem is not ejecta or others exporters but is on audio plugin

    thanks a lot

  • yes how you done the multiplayer on ios ?

  • Closing as Ejecta is no longer officially supported. We recommend using Cordova instead.

    yes its ok

    but can you revise the audio plugin

    it seem that the double playing / loading bug is from the audio plugin

  • i just replace all my play sound "" with javascript call and i see some good performance on simulator and real device

    cpu usage drop from 45 to 37%

    memory use from 37mb to 12mb

    i suggest to ashley to improve and revise the audio plugin because the double playing / loading sound affect some performance

  • matrixreal

    to save into LocalStorage use action >>> LocalStorage Set item "yourname" to Array.AsJSON

    to load from it:

    - on start of layout >>> LocalStorage check item "yourname" exist (***important to check storage first)

    - LocalStorage On item "yourname" exist >>> Array load from Json string LocalStorage.ItemValue

    thanks a lot thats perfect i don't see any huge difference bt if ashley say that is better than webstorage so i will use localsorage

    and you know the difference between synchronised and asynchronised save ?