thehen's Forum Posts

  • jenaylor I'll be publishing the new Windows Phone Plugin update on Monday which supports the latest Construct 2 (and hopefully future) releases).

    Edit -> We've just got IAP working in a live environment and will be packaging up the plugin very shortly.

  • You can select all events and replace with 'ctrl+a' then 'r' or do you mean in all event sheets?

  • jenaylor you mean when opening up an external URL? The back button should work fine otherwise. But yeah, the next release external URLs open in browser, mailto links open in the native email app and the back button navigates properly away from them.

  • I'd recommend getting a Surface RT as ARM-based devices have the lowest performance, so you'll be constantly aware of the baseline performance for your game.

    I'm thinking of getting a secondary touch monitor too, just so I don't have to keep deploying to devices to test.

  • beufreecasse Knifegrinder can you guys try adding this to your WMAppManifest.xml after the ScreenResolution element:

        <FunctionalCapabilities>

          <FunctionalCapability Name="ID_FUNCCAP_EXTEND_MEM"/>

        </FunctionalCapabilities>

    This pretty much doubles available RAM and gets me to the loading screen (but no further).

    Edit->

    Just to confirm this works for me if as long as I keep the unencoded urls for some of the bigger UI images. beufreecasse any chance we can add selective encoding into your tool - like a checklist of sprites to encode? My c2runtime.js is 8.6mb so it looks like this is the golden size to aim for.

    Edit 2->

    Confirmed on hardware! Hooray!

  • beufreecasse sounds like that has something to do with it. Any chance that we can choose which sprites to encode using your tool? I'm looking into mhtml as a possible alternative atm.

  • I can confirm that Blacksmith's build runs great, though generated encoded c2runtime.js is about 5mb, half of mine. beufreecasse Knifegrinder what are the sizes of yours?

    I think for whatever reasons we must be running out of memory.

  • Blacksmith any chance you could PM me your project? It's interesting that you were able to get it working with 100+ images. I have about the same but it just keeps crashing.

  • Blacksmith you can exclude the images from the project and the final XAP should only be a little bigger than it would normally.

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  • beufreecasse Knifegrinder

    I've been up all night trying to find a solution to this with no avail. On devices with 1gb RAM the base64-encoding solution works fine. On 512mb devices it becomes very unstable after base64-encoding more than 20 or so images. Any more than 20 or so and it just black screens.

    I've looked at hosting images remotely but the AppCache only seems to work during the same session. I browsed the file system and the AppCache files are there, they just don't seem to work offline in a new session. Not that you want players to have to download files after downloading the app anyway.

    Hopefully someone has a bright idea :(

  • beufreecasse I've noticed the base64 encoding tool removes the first two characters of the second value in the array.

    So this:

    ["images/dragtutorialtext-sheet0.png", 9474, 0, 0, 200, 77, 1, 0.5, 0.506494,

    [],[],0]

    Becomes this:

    ["images/dragtutorialtext-sheet0.png", 74, 0, 0, 200, 77, 1, 0.5, 0.506494,

    [],[],0]

    Not sure if this is the cause of the issue yet, as it's strange it would work on my Nokia.

  • beufreecasse I've got hold of an 8S and it seems related to having 512mb RAM. I have no idea why, but I can repro in the emulator. I'm investigating now.

  • beufreecasse this works perfectly and performance is great! Thanks so much for this :D

  • Blacksmith no problem :)

    beufreecasse this tool is looking fantastic - thanks for taking the time to make that, it's going to save me a ton of hassle.

    It doesn't currently work though as it adds line breaks. If you can make the base64 encoded string on a single line it should work fine.

    Thanks!

  • I am from the UK I'm afraid :(