Thunder's Forum Posts

  • I was reading over on the Ludei site and seen that the new version of CocoonJS has been released.

    blog.ludei.com

    Ashley

    Didn't know if you needed to update anything for this new version or not.

  • You can't copyright an idea, but you can copyright the content you create.

    Think of it this way, if you could copyright an idea there wouldn't be any games with a first person view other than what Id Software released. They were the first to create the idea of a first person view. If an idea could be copyrighted they would hold ownership.

    Did you know that Angy Birds is actually a clone of another game. They didn't come up with the original idea.

    jeffwofford.com

  • A new gaming environment.

    A room where you are completely surrounded by a display, even the floor. The floor would move so when walking or running you would stay in the center of the room. Games would be designed for a full 360 degree view all around the player. The user wouldn't have to use any sort of controls or wear any sort of head gear. Just walk into the room and start a program.

    Controls would be designed like those seen in Minority Report. The basic concept is from Star Trek's holodeck.

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  • After doing some more testing with the CocoonJs Launcher I think I've found what was causing most of my slow speeds. It had to do with using a random time. I like using random events but they were killing performance on mobile. I was using both a "wait random(30,60)" and a "every random(30,60)". I only had a few events set up to use random times. Removing the random expressions completely, or setting the events to only fire at certain times solves most of my slow speeds. I still have some more optimizations to do. But now I've been seeing the frames per second running up in the 60's with CocoonJS. A pretty big increase in performance to say the least.

    If anyone has any interest in exporting to iOS I strongly recommend the CocoonJS Launcher. It is a fantastic tool for testing! The app itself is really well designed and makes it so easy to test right on the device. Don't think about it, just install it.

    Ashley

    The CocoonJS launcher gives me an unrelated error message in the log file. It doesn't seem to effect performance or functionality in game that I've noticed. I didn't know if this message would be anything you'd want to know about or not. Here's the error message.

    JSUtilities Exception: TypeError: 'undefined' is not a function (evaluating 'caf(this.raf_id)') Line: 1219 File: ? Tag: onsuspended

    I did a small test after looking around in the exported c2runtime.js and found that by removing the following two lines the error no longer reports to the log. Just thought you'd like to have the info of where the error is located.

    if (this.raf_id !== 0)

    caf(this.raf_id);

  • ZhaoYun

    I was using xcode on a Mac to compile for iOS. The fps numbers in your reply are what I'm seeing.

    Arima

    Yeah I knew that Phonegap doesn't use any hardware acceleration. After doing some research I found that xcode doesn't have access to Nitro JavaScript like the standard Safari does. So you will see a performance difference over a compiled app versus a web app that runs in a browser. You won't see the benefits of Nitro in a compiled app that uses uiwebview.

    I did some testing with the CocoonJS Launcher app and seen improvement in speed. But unfortunately I've went from 3-4 fps to 14-20 fps, which is still to slow to be playable.

    This isn't the first game I've ever created, and don't think I'm doing anything unusual. I guess the first game I ever modded was Doom running under Dos. Back when Windows was just a business program that you started from the command prompt.

    I've tried to keep everything optimized, graphics, audio, and code. My current Cocoon export is around 8 megabytes.

    Updated info below!!! 12-9-2012

  • I've been seeing pretty decent results using preview on lan on my iPad 2. Between 30-35 frames per second. I had done some preliminary testing with xcode back when I started the project and everything seemed to be running well. I was actually expecting even better performance once I compiled out to a mobile device.

    Well this last week I started compiling with xcode only to discover that my project is only running at 3-4 fps once compiled. It runs the same in the simulator. What really gets me is that I can open the exported project directly on my Mac and I get a whopping 67fps.

    I've tried both phonegap and building a project from scratch using uiwebview. Both gave about the same results.

    Updated info below!!! 12-9-2012

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  • Of course - we won't accept an exclusive deal with Valve, we will only go on Steam if we can continue distributing via our own website as well.

    That's great!

    I'm glad to hear that you will still be providing updates here on the website of the standard C2 install. Don't get me wrong, I'll be checking out the Steam version as well. <img src="smileys/smiley1.gif" border="0" align="middle" />

    Thanks

  • Ashley

    I wish you well with the Greenlight project and hope it brings more customers your way when it's approved. I did have a quick question though.

    Will you still provide updated versions of C2 that won't require Steam? I hope so, if nothing else the stable release versions.

  • Thanks for info ramones.

    I've been using WebStorage but after reading the AsJSON section under Dictionary about "saved do disk, and so on" I wasn't for sure and wanted to double check. I didn't know if WebStorage was only intended for Html5 exports, or both Html5 and Mobile.

  • If you are planning on exporting to mobile which of the two storage options should you be using, dictionary or webstorage? Also if you update your project to a new version will the stored data remain from the previous version? In other words will the "saved game" still be there on mobile?

  • I didn't import anything into an older version of construct. I found the bug in the newest version and just rebuilt a brand new test project in an older version of construct to see if the bug was there or if it was a new bug that had been introduced with r87.

    I simply did a little more homework so you would know if it was an old bug or a new bug that had just popped up. Seems it was an old bug since it also happened in an older version. But the older version gave an error message so I wanted you to have that info too so maybe it would be easier for you to find the problem. Sometimes I don't express myself very well through text.

    "On the other hand the wrong objects being destroyed was a bug" < this was the bug all along and what I was trying to say. Nothing more.

    Btw, I think Construct 2 and it's team are excellent. I'll try to express myself better in the future.

  • <img src="http://i49.tinypic.com/29wmi4i.jpg" border="0" />

  • R87 doesn't produce an error message, it just deletes all objects from the canvas when it's only suppose to delete one object. Pretty serious bug if you ask me. I simply tried to build the exact same project on an older version of construct to see if the bug was a new one before submitting the bug report to make your life easier. An older version of construct simply locks up and reports the error mentioned.

  • Not for sure what to say about this one.

    Construct 2 r87 beta

    Firefox 12

    This same project built in an older version of Construct 2 returns the following error.

    Error: a is nullSource File: localhost/Physics_behavior.jsLine: 224

    Looks like it has something to do with the Box2dWeb physics.

    familybug.capx