the_chosen_byte's Forum Posts

  • xbuoix I solved it for me by switching my Virtual Machines network adapter to "Bridged" and I was good to go. I am not really savvy enough to give you any real reason for why it worked, but it did!

  • Unfortunately, I did try that. It also runs no-good on my iPad. The javascript error was something regarding the sprite plugin and then it crashed...wish I couldve capped it for Ashley, but no dice.

  • just looking for some feedback on some strange lag I've suddenly encountered. I've been working on a game for the past few weeks and suddenly tonight, I got a javascript error at runtime (unfortunately I couldnt screencap it before it crashed mobile safari) and now after that my game has been running terribly slow.

    there are a few physics objects, but these were all there when the app was running well. I resized my project and I brought in some more sprites, but they are almost ALL tiles.

    I've only tested on mobile safari, but it was running great early and now... kaput.

    here's the capX

    and

    here's a live demo

    I've been trying to use the new debugger, but I really don't know wha tI should be looking for. any help is appreciated.

    thanks!

  • Thanks for looking into it Ashley!

    It's interesting though that my older projects have all worked perfectly fine, and still do? Maybe it'll be fixed in iOS7?

    Thanks again.

  • Link to .capx file (required!):

    joshkruszynski.com/test7.capx

    Steps to reproduce:

    1. Export project as HTML5 website.

    2. Open link on iOS device mobile Safari, tap to unmute. touch and 2-finger touch to test audio events.

    3. Add to Homescreen

    4. Back out of browser, open from homescreen.

    Observed result:

    All audio plays intermittently. Sometimes no audio, sometimes just beep sound effect, sometimes 1 of the expected music tracks, sometimes the other. Edit: Also, occasionally the game cannot be backed-out of, necessitating a hard-reset of the device!

    Expected result:

    Open link from homescreen. Tap to unmute mobile safari, music plays at start. Beep plays on every touch. On 2nd touch, music is dimmed, and new audio plays. Release 2nd touch, return to old music.

    Browsers affected:

    Mobile Safari: iOS 6.1.3

    Chrome: N/A

    Firefox: N/A

    Internet Explorer: N/A

    Operating system & service pack: Windows 7 32-bit. Service pack...not listed in Ctrl Panel > Systems Settings??

    Construct 2 version: R134

  • hmm, I created some test projects with similar results. Works fine in browser, doesnt work from homescreen. However, here is another version of my game except with this version, an additional sound effect will play, without my having made any changes to the event sheet for that layout. I am beginning to suspect this has nothing to do with C2, and everything to do with iOS.

  • I am noticing something odd--with different projects, either in mobile safari or when opened from the homescreen; sometimes the "play" icon shows up in the corner next to battery life, sometimes it does not. I haven't been able to determine a correlation yet, could anyone with more iOS knowledge clue me in to a possible meaning/relationship?

  • I am using both OGG and m4a, and the music track is being preloaded, but the sounds are not being preloaded--and neither the preloaded nor the sounds are functioning properly after being added to the homescreen. prior, they are working fine.

    Arima The Nitro point is def. interesting. But my GGJ submission works perfectly fine when I add it to to homescreen...?

  • I am having a very odd issue, and I guess I am just wondering if anyone else has had this experience:

    If I open my project in my phone's browser, everything works perfectly well, BUT IF I ADD IT TO MY HOMESCREEN....the audio breaks. Except for the very first audio file! That one will still play!?

    Any ideas/any feedback would be great. I really have no idea what's going on.

    here's a link to my CAPX

    and here;s the game file if you wanted to play/check it out/see what I mean

    Just FYI: if you do decide to check it out, just a heads up: the files are pretty complex?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Here's a short Vine vid of my current project�made a new post before I realized there was a video thread. All the sprites are FPO, and no audio yet, but the mechanics are pretty much set, once I start to get more levels finished I'll redress the visuals and post a longer Vimeo.

    https://vine.co/v/bxum0Q3xUMz

  • Hey Everyone,

    I've been working on this project for a little while now?trying to turn a buggy demo I made forever ago into an actual game?and I think I have the core mechanics in place enough to ask for some play-testing, if anyone's interested. My influences are the Sonic 2 chaos emerald stages, downhill skateboarding/snowboarding, and the album Warp Riders by The Sword, which I listen to about once a night while I am working.

    This is meant to be played on a phone since it uses the Gamma input of the phones gyro. I've tested it on an iPhone 4s and I am getting about 45 to 55 FPS.

    Anyways, any-and-all feedback is welcome, and I am trying to update and release a build every weekend. So, if you think it this has promise, check back. And if you know anyone else who might be interested, forward this please!

    Here's the game: http://t.co/LqRA8bRmyi

    Here's a video if you just want to see what it's like: https://vine.co/v/bxum0Q3xUMz

    Thanks!

  • You do not have permission to view this post

  • Wow, congrats dude!

  • Lerp is pretty awesome, but I still don't totally understand it either! Sorry, I assumed you were using custom movement or one of the behaviours to move your sprite. If you have Custom Movement, you can say Sprite.CustomMovement.Speed,

  • Something like this should work. Also, you can lerp the playback rate for a pretty interesting speed-up/slow-down effect.

    Object is Moving

    -->Trigger Once-->Start "sound" looping

    -->Set "sound" volume: lerp(-50, 0, Object.Speed/'yourObjectsMaxspeed)