TiAm's Forum Posts

  • R0J0hound We need to crowdfund you a decent pc.

    This. Paster, Canvas, Chipmunk, plus all the awesome capx's you've shared over the years...we really ought give something back.

  • Unless you have some specific need for system fonts, definitely go with spritefonts. Better performance and better support.

  • Really cool idea Naji. Will probably introduce some people to plugin development who wouldn't have tried otherwise.

    Thanks for sharing.

  • PM'd you, but I also edited my comment above since it was a little overarching. I'm developing on a low-mid end phone where I don't find this perf cost particularly surprising, unless ads are supposed to have no perf cost at all.

    If you want to do anything to Ads, work on adding a 'test mode' option so we don't have to worry about clicking on our own ads during development and getting in trouble.

  • Egyptoon

    Dunno what to tell you, it's right there:

  • Well, if you want to pm me the apk I'll try it on my device and see if I hear anything.

    Otherwise I would try compiling a dev app, and see if the same thing happens there. If so, take a look at your debug log and see if anything leaps out at you.

    You could also try making a new project with a sprite that plays a sound when pressed, and try to export that.

    On the dev app: I haven't had much luck previewing over wifi, so if you are trying to do that, be warned that your game logic probably won't run right. You want to export your game as cordova, un-minified, delete the config.xml file in the export folder, then zip the contents and put it on your mobile. Start dev app, go to documents, select your zip file, and press the 'Canvas+' button that pops up.

    Good luck.

  • You should export your app via Cordova

    and see which one is better.

    Just remember that Cocoon.io is still in beta...

    Beta...yes. Don't overlook that. You don't want Cocoon as your only usable export option.

    Also, Canvas+ does lack a few features vs a full browser engine, such as WebAudio.

    And, technically, Scirra isn't supporting Canvas+ anymore. We already have to tweak some code in the engine to get things working right. Really wish Ashley would at least consider rolling in patches from the community.

    However, if you can live with it's few shortcomings, the perf is wonderful, and with cordova support now, it's very extendable.

    Still, you should try to get your game working passably with cwalk 14, at least on more powerful devices. It still sucks on weaker ones, so don't expect your game to become a smash in third world countries if it's crosswalk only. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

    [Cocoon] only supports only ARM

    Crosswalk is slow and big but supports ARM and Intel

    x86? Android?

    . . .

    <img src="{SMILIES_PATH}/icon_lol.gif" alt=":lol:" title="Laughing">

    http://hwstats.unity3d.com/mobile/cpu.html

  • Egyptoon

    1. Canvas+ does not support WebAudio features (filters, positional audio, fft analysis), and occasionally the triggering latency seems to get really bad for me (hasn't done it in awhile though). Other than this, I've never had any issues with sounds.

    2. Get the Canvas+ plugin and use it's built in 'close app' function. Plugin repo is linked in ludei's sig, but here: https://github.com/CocoonIO/cocoon-plugins-c2

    3. First, if you aren't using notepad++...start using notepad++. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://notepad-plus-plus.org/

    It's around line 434. Make sure you have 'isCocoonJS', not 'IsCocoonJS'...that typo wasted a whole day of my time recently. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

  • If it's a large data set, and performance is an issue, I like to use a four dimensional octree, with a recursive scalar index for the first couple of levels.

    Otherwise, I just use global vars.

  • Anyone tested this in Cocoon.io or CJS with Canvas+?

  • saiyadjin has a very good point. Yes, there are performance issues with browser engines that are not our fault...but I think there are a lot of problems that simply stem from bad design, and a lack of understanding about what limitations mobile presents.

    I think a lot of that bad design stems from people thinking that, with C2, you can be lax about how you design your game, because the editor and the engine will take care of you.

    Well...it won't.

    A lot of people that they can build a full game as easily as a prototype.

    But...you can't.

    It's a lot more work. A LOT more work.

    You have to plan things out, organize your events sensibly, take notes, keep a changelog, modularize your logic to avoid the nightmare of WET design, make sane intelligible comments, keep those comments up to date (harder than it sounds), work out a consistent workflow for asset management, understand best practices for triaging bugs, understand common logic patterns, ...the list goes on...and on...and on.

    The difference: with 'proper' game engines, you have to know most of this stuff to get anywhere in the first place. C2 is more lenient, but because of that people end up with inefficient, redundant, brittle logic that is poorly organized and nigh indecipherable. This still works...until something breaks and they have to try and make sense of their hot mess.

    At this point the whole project generally falls apart, and there is rarely any way to put it back together short of starting from scratch...hopefully with a clearer vision of the goal, and a better understanding of how to put the pieces together.

    //Rant(ish)

  • I'm guessing C2 would not be ideal for that given how large the runtime is. You would probably be better off with a smaller framework.

    But...I am just making a partially educated guess.

  • As an update to my 'paste the screen' quest: I ended up just making a function that, when called, individually pastes every relevant onscreen object in the proper Z order.

    Thankfully, this has worked everywhere I've tried, including on Cocoon.io Canvas+ with WebGL enabled. Also gives me a more flexibility to omit certain objects conditionally.

    tldr: Paster's normal functionality -- pasting objects -- seems to work fine in WebGL.

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  • Looks really good; like the mist and waterfall fx too. Thx for sharing.

  • In terms of quality, they should all be the same. Whether C2 would support all those combinations is another story.

    Just looked at some bfxr samples; they are PCM signed 16-bit little-endian (PCM s16le). I'd go with that.

    https://trac.ffmpeg.org/wiki/audio%20types

    Good site for online conversion (yes it looks like a barebone come-on site, but I've used it for years):

    http://www.online-convert.com/