SIDZZERO's Forum Posts

  • 14 posts
  • If the browser closes then that suggests a problem with the browser itself, it's not normally possible for web content to cause that. So it sounds very much like an iOS/Safari bug that was fixed. (Chrome and Firefox are just wrappers around the Safari browser engine on iOS, so will exhibit identical issues.) It's not normally practical for us to work around issues like that, especially when the next version of iOS has already fixed the problem. Given that a vast majority of users are on iOS 9, I don't see this as something that we should investigate further.

    Hi Ashley,

    Solved.Figured it out.Yes it's a memory problem,since I have not been paying attention to video memory as it was only planned for PC first.Used crazy big textures and all,my bad. THanks for pointing in right direction that it could be memory issue.

  • It's hard to help unless you describe exactly what is happening - what exactly are you seeing when you say it crashes?

    If it works on iOS 9 it could be an iOS bug which was subsequently fixed, in which case there's nothing that can be done other than updating the device. Apple's stats say 85% of users are already on iOS 9 so this would only affect a minority of users. Also if the device hasn't got much memory then maybe it's running out.

    Hi Ashely,

    Thanks for the quick reply.Well most times the games doesn't go past the loader,the whole browser crashes.It happens on chrome,firefox and safari running on IOS 8 device.Some times,it does load ,but crashes randomly in some other places,by exiting/closing the browser itself. So your saying apart from IOS 8 bugs ,it could also be an running out of memory problem.Mostly the browser just crashes or closes when these crashes occurs.

  • Anyone,need some direction for this issue?... Ashley

  • Hi,

    I have my game published on this site "http://hammerplay.com/Testing3/" and "http://hammerplay.com/Testing2/" built using lastest version construct 2.

    It works perfectly on PC .But when I tried on an Ipad with IOS 8.4.2,it crashes on the second screen or randomly while loading itself.While it works without hiccups in IOS 9.0 ipad air which I have.The client also said it doesn't work in older version on Android 4+ version while I wasn't able to test it,but I have tested on devices on android devices with version 5.0+ and it works. Any pointers on where to look for this crash or ideas on why it crashes??? As this really urgent and I have run out of options any kind of help would be greatly appreciated.

    All my audio files have both m4a and ogg format.

  • Hi,

    After hosting my game on my server,I am getting the above error in "DOM EXCEPTION:Security_Err(18) ".The line in the code where it highlights is ,"this.snapshotData = this.canvas.toDataURL(this.snapshotCanvas[0], this.snapshotCanvas[1]);" in IE9 only

    In the game,this is where I am taking a snapshot of the canvas.It works perfectly in other browsers and my old game which was hosted in a different server,too worked in IE9 before,but not now.

    I figured out it was because of some CORS thing,but not sure.Can someone throw some light on this or help me figure this out?I feel i should be tweaking some server settings or something since before I had hosted the same game in an older server(CLIENT's) and didn't have this issue,but in mine I have this issue now only in IE9.

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  • Hi,

    Thanks for the quick reply.

    Ya,but unfortunately IE9 is much needed now for me here,"client request" ,so I had no option in that.I just got back from our old report and found it crashed twice so far at same place and we haven't been able to recreate it since then.Tried all combinations and found none so far.

    So if there is crash,can you let me know where to look at or from where it may arise ,in IE9.

    If no crash happens at "Continue",the following is console info,

    index.html

    LOG: logo image successfully loaded!

    LOG: {""c2array"":true,""size"":[2,38,1],""data"":[[[33],[39],[40],[42],[59],[64],[65],[68],[70],[72],[73],[74],[77],[81],[83],[85],[86],[87],[88],[89],[91],[92],[93],[94],[97],[99],[100],[101],[103],[105],[107],[110],[114],[117],[122],[127],[137],[146]],[[""¡!""],[""l""],[""I""],[""i""],[""t""],[""f""],[""r""],[""c""],[""E""],[""J""],[""s""],[""с""],[""т""],[""äа""],[""ь""],[""énŚенчüz""],[""u""],[""Sи""],[""eк""],[""P""],[""gр""],[""dpabл""],[""о""],[""o""],[""k""],[""U""],[""Dд""],[""H""],[""П""],[""K""],[""И""],[""x""],[""ÓО""],[""G""],[""O""],[""m""],[""M""],[""w""]]]}

    But when it crashes,

    The "c2array" log doesn't show up since the entire browser crashes.So could this be the source.

    Sorry for being very vague ,not exactly sure how to explain this issue.

  • Hi ,

    I have my game up for QA. But I keep getting failed since the game freezes after clicking >play>continue as said by them in IE9 only.I am not able to recreate this on my side.Any idea where to look or random thoughts? But it works well in chrome/mozilla and other browsers expect IE9. PLease let me know,since I tried in multiple systems with IE9 installed and even hosted from our own server and didn't find any,could it be something on their side,I am not sure.

    Here is the link to the game hosted by them,

    http://files.cdn.spilcloud.com/df9aa479 ... index.html

    Once its loaded ,press the play button and proceed to next screen and click "Continue",and this is where the mentioned crash happens.

  • I circled it in your screenshot...

    surely that does something. And I meant to run a regular preview with the text object showing you the actual numbers--don't run it in debug or of course you'll get the same numbers! There is nothing going wrong in your project. Either click on the Watch button I circled when you're viewing it in debug, or just preview it with the regular preview (F5 shortcut) and use your text object to show you your performance numbers.

    Wow,Thank you.You were right ,it is normal, in ordinary preview with the text displaying the values.Problem solved and I will go on in using layers safely now.

  • You can't click on Watch right there next to Inspect in the free version? Regardless, just make a text object that is updated to show fps and cpu utilization (both are system values) and skip the debugger all together. That will give you more realistic data. My game regularly uses 20+ layers, multiples of them with opacity/shaders/force own texture, all of the layers have a lot of images, and my performance is fine outside of the Inspect tab of the debugger (understandably so).

    Hi,

    Yup no WATCH in free version.I tried displaying using text and I am getting the same result.Now I am having a doubt ,whether I have to change some setting some where or missed something at basic level.But others who tried this project have told be its works great.I tried this on two systems both the same result.The other PC spec is an intel machine with onboard graphic card while the first system spec is posted above.

    Like i suggested before can someone replicate the same project on their system and send me?Like few sprites over different layers and I can test and cross verify.

    Here is the link to the screenshot-h t t p s : / / w w w .dropbox.com/s/qtebzu8y4jxo5vh/report2.PNG?dl=0

  • I thought I'd give it a test too just for more results.

    With the layer: 60 fps, 11% cpu

    Withou the layer: 60fps, 3% cpu

    And adding more layers can slow it to a crawl.

    The problem, however, is the actual debugger. Switch over to the "Watch" tab in the debugger instead of "Inspect". I can have 30 layers added onto your project and not exceed 1% CPU use. The Inspect tab keeps track of a lot of stuff. It's meant for really detailed display of everything going on under the hood, whereas Watch is a bit closer to an actual gameplay environment. I use Inspect to pick the variables and values I want to watch (with the eyeball) and then just check that stuff in Watch so not everything needs to be accounted for.

    Fore reference, Core i7-4770 3.4 GHz, NVidia GT 640 4GB, 32 GB Ram. This was Chrome on Windows 10.

    Hi,

    I am using the free version, so checking in watch-tab is not possible.I will try it once I get it full version. So if its true,is it because of an issue in the debugger then.?

    I am attaching a screenshot of the debugger report.

    Link-h t t p s : / / w w w .dropbox.com/s/9g55o1lpghsfk8g/Report.PNG?dl=0

    zenox98,

    Here are my specs,

    MY specs are Win7,CORE i5 2500K ,8 GB RAM,Nvidia GTX 560

  • SIDZZERO

    Ok. Got your project but what am I meant to be seeing?

    I've added multiple Layers to each Layout (up to 10) and I'm not seeing any difference in FPS when running in Debug.

    What am I meant to do to re-create your problem?

    Maybe it may be easier if you post your project that has the FPS drop already.

    Hi Zenox98,

    Here is a detail description,

    Layout 1-It has 5 sprites in different 4 different layers.This layout has totally 4 layers.

    Layout 2-It has 5 sprites in the same layer.And this layout has totally only one layer.

    My issues is when we ,

    -Select layout 1 and Play in debug mode the FPS is very low(<=30fps).

    -Select layout 2 and Play in debug mode the FPS is proper here(50 fps).

    My doubt is why is the FPS dropping,when I add these sprites in different layers.And when I add them in the

    same layer the FPS is normal.

    P.S-My issues sounds kinda similar to the other post from matrixguy,maybe not sure.

  • SIDZZERO

    You can bypass the posting restriction by inserting characters in the URL, such as a few spaces, e.g.

    h t t p: // w w w.mywebsite.com/mygame.capx[/code:3n3v3mfj]
    

    ...I feel so dumb...Thanks....here it is...let me know,

    h t t p s : / / w w w.dropbox.com/s/ntx3zw6zeqe6ttw/testproject.zip?dl=0

  • Hi,

    I am knew to construct 2,so yes your right I am doing something seriously wrong at the basics. I have done a dummy project ,it contains 5 sprites on different layers in "layout 0" and I get a very low fps here(30ish) while another "layout 1",where all those sprites are on the same layer i get 50 ish fps. This is similar to what I am trying to achieve with the original code .

    I cannot post links yet due to restriction .

    I have already done the above changes like "force down texture","webgl on" but of no effects.If you can do a dummy project of what I want stated above, I can compare,since as of now I am stuck as I can post and provide more information.

    Sorry for inconvenience and thanks for the help so far.

  • Hi, I am doing a simple project(for PC),hidden object like game,where I have the Background on bottom LAYER-0,and other objects on LAYER-1.I have some 27 objects with average FPS of 50 with all the logic written in the event sheet. Now I add one more layer(LAYER-3) like an instance where an object is inside a cupboard,so when i click it ,the cupboard opens and then I can pick the object from inside it.Now when i check my fps its drops to 30 fps.I checked all places where this problem could come from but of no use.I even deleted the entire event sheet just to be sure that the programming logic might be wrong ,but of no use also.But then when I deleted this new LAYER -3.The fps improved back to 50.

    (This layer-3 actually contains only 2 cupboard sprites so far).So might doubt is instead of using layers ,can I use Z ordering.Will it improve my FPS.

    P.S-I haven't tried Z ordering since its a paid feature ,which I might have to go for if things don't work out.

  • 14 posts