Sventevith's Forum Posts

  • Is any possibility to change layout size during layout start (on layout start) ?

    I want to create random level during start and size of the level can change.

    I will prefer use one layout in project instead creating many empty layouts with different sizes.

  • So this is the reason. Probably only global solution is introduce delay in loader. On mobile probably loader works to fast and try load too many resources in the same time. In browser net connection is delay but for other hand it works when graphics is loaded from cache.

  • I've tested on new Xiaomi MI6 with 6 GB RAM with a lot of free memory and still problem is the same Failed to load resource: net::ERR_INSUFFICIENT_RESOURCES.

    Do you have any idea how I can resolve this problem ?

  • All resources are loaded at the beginning. In memory it takes 600MB+ and this is the problem. I thought that resources are loaded before each layout and release after exit from layout. How does it works ? There is any option to optimize loading ?

  • Finally I was able to debug my phone using chrome. Problem is with loading sprites:

    l13e2_12fps-sheet0.png Failed to load resource: net::ERR_INSUFFICIENT_RESOURCES:

    Error loading image 'file:///android_asset/www/images/l13e2_12fps-sheet0.png': Event {isTrusted: true, type: "error", target: img, currentTarget: img, eventPhase: 2, …}bubbles: falsecancelBubble: falsecancelable: falsecomposed: falsecurrentTarget: nulldefaultPrevented: falseeventPhase: 0isTrusted: truepath:

    returnValue: truesrcElement: nulltarget: nulltimeStamp: 6911.925000000001type: "error"__proto__: Event

    c.onerror c2runtime.js:114

  • Yes, I've built new version using highest (brute) mode and now all graphics is ~94 MB without compression 110. Today I am going to test. I am resolving also problem with debug using chrome. For example game doesn't work for IE 11 because of error with sound loading. Maybe on Android I have similar problem but without debug is hard to say.

  • I played the web version as well. Great game! (the mobile one just said coming soon)

    HTH: When you get it available in mobile, use Chrome debug (F12) and set to mobile phone, goto network tab and you can inspect timings for all requests.

    Yes I've tried but chrome doesn't see my Samsung S5 Active so I am not able to debug. I've tried many tricks from web (drivers etc) but still I have a problem.

  • cool game, I played the web version.

    The only thing that sticks out to me I would say is you have really big graphic files with lots of frames of animation as well as big static background images. I know that's not the answer you want to hear.. since that is a design issue.

    do you know what your memory footprint is? I assume once loaded the performance is okay right?

    Yes, when game is loaded then no problem. Foot print is ~350+ MB Ram. I am not able to change design Year ago webwiev was was not stable and game crash during game play now it is ok but i encounter problem with loading.

    • Cordova CLI,
    • webwiev,
    • Android 5.0
    • Samsung galaxy S5.
  • Hello,

    I am preparing my game http://44.wz32.net to for Android. Game is quiet big 110 MB+. I've build mobile android version using Cordova.

    In general game works but I have big problem with loading. In most cases loading process crash and bar change color from blue to red. I need to kill app and try once again many times. Hit rate is 1/10. Test phone is Samsung S5 Active.

    Do you know what is the cause and why sometimes it works sometimes not ? Did you encounter similar problem ?

    Regards

    Sventevith

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  • New version has been released:

    http://44.wz32.net/index_en.html

    Changes:

    • Difficulty level has been decreased
    • Difficulty level "Major" contains additional level
    • Many bugs have been fixed

    Play and give us some feedback <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Problem Description

    Action set cursor from Sprite works only once on Chrome. Earlier it works on Chrome.

    Attach a Capx

    http://wz32.net/Download/CursorFromSprite.capx

    Description of Capx

    Button 1 sets custom cursor from sprite, button 2 sets another custom cursor from sprite.

    Steps to Reproduce Bug

      Click Button 1. Click Button 2

    Observed Result

    Cursors doesn't change.

    Expected Result

    Cursor should change.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (NO)
    • Internet Explorer: (NO) - IE doesn't support this feature.

    Operating System and Service Pack

    Win 7 SP1

    Construct 2 Version ID

    206

  • I've done another tests using IE9 IE 10 and IE 11. Results are different for each version but in general sound support for IE is broken.

    Some sound works other not different sound on different version of IE. I've found one general rule regarding IE 11. I've truncated my game from 13 levels to only 2 and after that game size is 25 MB and when game is small sound is load correctly. I don't know why but when game is big ~130 MB during downloading IE starts use partial get HTTP 206 which does not work correctly and some of sound files are truncated by IE.

    I am going block possibility of using IE to run my game and I will show message on the beginning that IE is not supported.

  • Is any possibility to force IE to use HTTP 200 instead HTTP partial GET 206 ? This is probably the problem. When sound is downloaded by normal HTTP 200 everything is ok and works but in case of partial get IE just cut the sound file. I've checked using Wireshark and downloaded file from server is ok size is correct and I am able to play sound. IE just cut the file and file is incomplete. (Dev Tools -> Network -> DETAILS -> Response Body -> Save as).

    Do you have any idea how does it works and when IE invoke partial get and when normal get. I've cut the project from all graphics and I've left only sounds and two layouts with test buttons to play sound which in complete project are not downloaded correctly by IE. All sounds have been downloaded with HTTP get 200 and sound is played without problem. In the same project with graphics it doesn't work and IE try to use partial get.

    Maybe it depends on volume of data which is download. When load is heavy IE starts to download by partial get. Have you ever had similar problem ?

  • Any suggestion about load from URL on mobiles ?