Vuuv's Forum Posts

  • Sorry for the late response, here is a simple project. As soon as I remove the pathfinding behaviour its working. Sorry for the link but i cant access dropbox here: http://www.filedropper.com/pathfindingbug

    Additional to that my webstorage is cleared every time I restart the game.

    I'm not sure but the memory handling doesnt seem to work as well. I receive a memory warning but the log just shows me 6MB are used...

  • Hi,

    "On any touch end" isn't working in my project anymore. I use C2 Version 195 and export with CocoonJS with the latest files from github. The Error says:

    Javascript Exception(Line: xxxx Tag: 'touchend'): TypeError: undefined is not a constructor (avaluatin 'new window["Pathfinder"]())

    It's Line 463 in Pathfinding runtime.js

  • Hello,

    > What about memory management?

    >

    Some days ago, we published in the "How do I..." forum regarding the flickering screen and we said we were doing some research about the memory management. Well, we are right now working on it. Could anyone please provide us with a really heavy .capx for our testing?

    Vuuv, we are also taking into account your hint. If you can send us your project, we will be glad to do some testing with it too.

    Regards.

    Im Sorry, but the code belongs to my company, not me. I hope ArcadEd could help you guys out!

  • what if you programmed the exporter to handle it in a different code like the same way yoyogames is doing?

    I mean pure html5 can be good and all, but if a wii or wii u can handle it, why not a playstation vita, or make it possible to make games for playstation vita and 3 and 4 and xbox 360 and xbox one and nintendo ds in the future? *PLEEZE*

    Construct 2 is just one programmer, YoyoGame is a team. But still I prefer C2 cause GameMaker does a lot of things, but nothing right (just my humble opinion).

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  • I have a Ludei premium account I was talking about the phonegap limitation.

  • I have a 100MB game and don't want to purchase anything without being 100% it's working

  • Everyone here knows CocoonJS has it's flaws, but until PhoneGap is running 60fps with full Game Center support and all the Apple users have switched to iOS8, I have NO other option as an iOS-dev.

    Also this is business, so I do not take things personally. That means I do not care about the reasons behind this newfound interest in C2. As long as things work, I am content and keep using their service.

    What is your solution to the 15MB app size limitation?

  • I totally agree with you ArcacEd! And it would be awesome if there'd be an option not to show the ludei logo. I wouldn't mind paying for this!

  • >

    > We hope to see more Construct2's games published using CocoonJS .

    >

    I doubt this very much.

    Seriously, CocoonJS was the only option, then it was the best option, now it isn't even a viable option.

    It's just a matter of months and CocoonJS won't even need to be an option.

    We have tested other options, and believe it or not, they are really really good and they have

    Great service. Great support. And Hands on approach to sorting out bugs. Something that CocoonJS never cared for.

    Which options are you talking about?

    PhoneGap with an app limitation of 15MB?

    Ejecta which just shows me a blackscreen?

    CocoonJS also offers a really nice way to debug games with the launcher. As an iOs developer this is awesome! Exporting an app to the mac, decompile it etc takes about 20 - 30 Minutes!

  • ludei what about memory management?!

  • I just tested the new CocoonJS Plugin and it runs smoothly with version 179.

    I'd love to see a getDeviceId Expression in the official plugin.

    I also tried to use the dispose() function on an image object and its not working.

    var wt = this.runtime.findWaitingTexture("sprite-sheet0.png");

    wt.dispose();

    Maybe I'm doing something wrong?

  • ludei Please make img.dispose() work with Construct! I love CocoonJS so much cause it's easy to debug, but all images are stored in memory and cant be released which is a huge problem for apps with a lot of images.

  • I wish my games would run in ejecta at all... When I use it on my Ipad4 the game always crashes. XCode Debugger shows me a 1GB ram usages in the beginning for a few seconds...

  • I just tried to give Ejecta a chance and exported it to my Ipad and it crashed.

    I know my app is big and won't run on devices with less than 1GB Memory, but with cocoonjs there has never been a problem on ipad 4.

    I used the XCode debugger and saw that ejecta needs 1GB Memory in the very first beginning and 700MB during runtime.

    Unfortunately the XCode debugger won't work with the CocoonJS Project so I cant tell you how much memory cocoon needs.(it always says I have the wrong architecture - no matter which settings I use. If anybody has a hint for me, I'd be very glad).

    But fact is my app runs smoothly with Cocoon but not at all with Ejecta.

  • I had the same issue. The only solution I found is to create a helper family with the object in it.

    Object.Variable = Family.Variable