TiAm's Recent Forum Activity

  • Thanks a lot for all the effects you have been uploading; there's some great stuff here.

  • This is definitely the worst spam I've seen; the forum is swamped.

    Spoke too soon ! Perhaps low rep accounts should be limited to only be able to start one thread per day and limit the rate of posts they can make to one per 10 minutes, or something similar? I dunno - I don't have a monopoly on good ideas - but this just reacting to the spam makes this forum seem a bit behind the times compared to many others...

    Sounds like a good idea. Somehow hackers always find a way though.

  • WOW.

    :O

    This is literally perfect for a space shooter I've had on hold.

    Thanks!

  • (and everyone)

    Crosswalk Export: TLDR edition:

    I asked Intel. They said "ask Google".

    Asked Google. They said "won't fix, ask Crosswalk":

    https://code.google.com/p/chromium/issu ... 1430679226

    Asked Crosswalk. They said "won't fix, roll your own crosswalk":

    https://crosswalk-project.org/jira/browse/XWALK-4158

    I asked myself...where do I get the time to do this?

    In other news: A fix is on the way...but who knows when:

    crosswalk-performance-mega-thread_p913870?#p913870

    Meanwhile: Google is sending out conflicting emails to devs with cw7 apps on google play:

    intel-xdk-openssl-fixed_t130231

    crosswalk-intel-xdk-experiences_p914746?#p914746

    Your game is fine. Your game will be taken down.

    ...Please clarify?

    Sorry Dave, we can't do that.

    . . . <img src="{SMILIES_PATH}/icon_mad.gif" alt=":x" title="Mad">

    This just in: Deploying C2 games to low-end android devices is a freaking nightmare. Always has been, always will be.

    I'm throwing in the towel and targeting powerful devices only; CW12 is good enough for that.

    Next step: iOS...and start learning Unity. <img src="{SMILIES_PATH}/icon_e_geek.gif" alt=":geek:" title="Geek">

  • [quote:2doytqvl]Recently we sent you a notification that one or more of your apps should be upgraded to more recent version of OpenSSL, due to security vulnerabilities. The notification was sent in error, and we thank you for previously making the necessary changes to your app.

    We apologize for any confusion this may have caused.

    Regards,

    Google Play Team

    ©2015 Google Inc. 1600 Amphitheatre Parkway, Mountain View, CA 94043

    Email preferences: You have received this mandatory email service announcement to update you about important changes to your Google Play Developer account.

    Now I got this from Google. Has anyone else recieved this from them? I haven't changed a thing.

    This is way too vague...does this mean we can upload new cw7 apps to google play? That existing apps get a pass?

    Also, this part strikes me as odd: "... we thank you for previously making the necessary changes to your app..."

    What changes?

    Methinks the issue is still clouded...

  • Unfortunately, there has yet to be a resolution to this.

    I tried to get this resolved by contacting Google, but they basically said 'no, we won't fix it because it's really old'. I tried to point out that this was a unique case, and that the fix was elementary, but in the end it felt like I was trying to reason with the Daleks. Eventually they locked the bug, took up their plungers, and went home.

    Another avenue of appeal is to the crosswalk project itself. I suspect they may be a little more open to reason, but I haven't had time to write up a bug yet and submit it to them.

    Intel is being strange about this, in that they acted like they wanted to get this resolved, made a blog post about it...and then just dropped the ball. I'm glad they are being active in the forum, and a recent alpha of the latest crosswalk build looks to be a big improvement, but part of providing a reliable method of deployment is supporting the only freakin' version of the exporter that works well on less-than-bleeding-edge devices.

    tl;dr: Why the hell does it come down to users to resolve an issue like this? And what happens when a more significant bug crops up...?

    /rant

    P.S.

    No hard feelings at Scirra, I get that Ashley is crazy overloaded, and this really isn't their responsibility in the first place.

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  • I didn't test canvas2d. I don't plan to support it for my game.

    Anybody compared webgl perf on a lower end device?

    Also, is there a cw13 shell up somewhere for comparison?

  • imaffett

    Please up a version that has rotation support. My current project is portrait, and skia test only runs landscape.

    I tried this out with another game and am glad to report that it seems to be a solid improvement over cw11/12. Don't know about stock cw13, haven't tried it.

    Back to skiatest: sub-60fps framerates are still causing much worse disruptions to motion quality than in cw7. On my device, just touching the screen causes a slight fps dip into low to mid 50s. In skiatest, this causes bad stuttering. Only slight stuttering in cw7. FPS is about the same in 7 vs skiatest, both normally, and during touch events.

  • Egyptoon

    Good idea, it is getting a bit cluttered. Thanks for spreading the word. Fingers crossed...

  • Egyptoon

    Whoa, okay, I don't know what you've got going on there, but it's pretty unreal. This isn't bot traffic is it? Or do you own a small country?

    Anyway, I have a feeling this bug report will catch their attention...I just hope it's in a good way.

  • Let's keep this short. Please star this issue:

    https://code.google.com/p/chromium/issu ... ?id=483946

    Done starring? Then take that url and tweet it, share it, email it...Just get it out there. <img src="{SMILIES_PATH}/icon_idea.gif" alt=":idea:" title="Idea">

    Little background: All Google has to do is change a string var in chromium, and we will be able to publish Crosswalk V7 apps on google play without fear of removal. It really is that easy, and should have been done a month ago when this problem originally arose.

    Newer versions of crosswalk are still dicey for weaker platforms, so even six versions later v7 is the best bet overall. Think of this as the equivilent of the post node-webkit 10.5 regressions, only for android.

    Again: even if you don't give a flying pancake about android, please star this issue. Until someone at google is aware of this, it won't be addressed.

    Thx for reading.

    *

  • Well, you can accomplish deferred decoding thru setting 'preload sounds' to 'false', and using the 'preload audio' action to load in only the sounds you need, avoiding the delay that occurs if you try to play an un-decoded sound. Personally, I would consider this a 'memory management action'.

    However, we have no tools or options for unloading decoded audio. As you said, we should at least be able to unload audio at the end of layouts.

    Personally, this hasn't been a problem for me, but my mobile projects have been on a small scale, with minimal audio. I could see it being a problem for a more ambitious/audio-rich project. Case in point: I became aware of this from posts by Tinimations about Klang, which isn't even a mobile game.

    Anyway, returning to the thread subject, I think the sluggishness of decoding is an even bigger problem for most mobile games...who wants to wait a minute or more for a simple game to load?

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TiAm

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