TiAm's Recent Forum Activity

  • Pretty sure audio can be garbage collected just like anything else. But we ought to be able to indicate good times to do that...like in-between levels.

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  • imaffett

    Okay, would the following text still be applicable? If so, I will file it as a security bug in the chromium issue tracker, and start a thread to let C2 users star-bomb it <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    [quote:1i19y7op]This application uses the Crosswalk 7 WebView which is based off of Chromium 36.0.1985.144. This version of Chromium includes the Open SSL fixes found at https://chromium.googlesource.com/chrom ... 25d0b079c3

    c5547f07948684f80c4e9c3584

    The Chromium team did not rev the Open SSL identifier, so it still reports 1.0.1e as the Open SSL version. You can verify this in the commit log at https://chromium.googlesource.com/chrom ... sl.version

    You can find the Crosswalk commit that updates to Chromium 36.0.1985.144 at https://github.com/crosswalk-project/cr ... a3d9e68e05

    Thank you

    Considering how tardy google has been in the past though, I'm wondering: wouldn't it be possible to patch the version number at some stage on intel's end? Or is it lost in the morass of the chromium code base?

    Really frustrating how much trouble we are going thru because someone can't tweak a string value along the way. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    imaffett

    Any updates on this?

  • Just FYI, for 'patch' versions (eg. r204.2), you need to change 4 chars (20420 for 204.2).

  • Any updates on this? Will this be fixed soon?

    How do other games/apps deal with it (the ones that are not made in C2)? Why do they load almost instantly (e.g. Red Ball 4)?

    Not as far as I know. One of two major issues with audio in C2, the other being that we have no good way of manually clearing decoded audio out of memory, which can lead to a big pileup of decoded audio in ram (which doesn't always empty at the most opportune times).

  • As a super helpful tip, i ALWAYS (now) change the theme of the 'temporary' or 'reference' project to something dark / drastically different to my main 'WORKING' code... especially in the case of referencing between 2 versions of the same code, you dont want to get mixed up and start adding new features to your old version. Having a visual theme is the easiest way to identify which one is which since all the other stuff is almost identical. I learned this the hard way.

    Oh wow...I like that idea a lot. Because...yeah, I've done that before. Then you really have a mess to sort out.

    Thanks for sharing!

  • I do this all the time, never had a problem. Be careful though, because you can also open two projects in the same instance, which can lead to all kinds of confusion. Not even sure why that's a permitted behavior.

  • sqiddster

    Just tried an export from r200, works fine for me. My 32 bit binaries are all 10.5.

    Here's my whole "NodeWebkitForC2" folder; hopefully you could just copy this into program files and get it to work:

    https://drive.google.com/file/d/0B08LZ- ... sp=sharing

    If not, could be there's a path name stuck in the registry. If so, I'd try:

    1. Install an old package of node-webkit, like:

    http://downloads.scirra.com/nwjs/nodewe ... 0-11-5.exe

    mirror:

    https://drive.google.com/file/d/0B08LZ- ... sp=sharing

    2. Delete the resultant "NodeWebkitForC2" folder, and paste my folder in it's place.

  • One thought: there was no 64 bit version of node for 10.5, so if you deleted all the 64 bit folders, C2 might be complaining about that. Try copying in the win/osx/linux64 folders from a newer release; leave the 32 bit folders with the 10.5 packages.

  • > Rotating objects frequently (rotate behavior or setting angle every tick) is one that doesn't show up in that list, but it can really slow things down, especially if you are rotating large objects.

    >

    so Nate goes and makes a game where almost *every* object constantly rotates...

    Really don't think it matters on desktops. Maybe if you had thousands of objects, but even then, I don't think offscreen objects are drawn at all, so I assume having them rotate wouldn't matter.

    I was under the impression that mobile GPUs would be pretty good at elemental operations like translation, scaling, rotation, etc. Did you experience this on CocoonJS as well? I'll have to test it.

    I've haven't used Canvas+ much. I basically went into development figuring that CJS Canvas+ could break at any time since it's not officially supported anymore, so I couldn't place my faith in it. Also, I wanted my game to be able to run on lower-end devices, even with crosswalk. A masochist, I know...

    Anyway, I'm certainly not saying you can't do rotation on mobile, just that, in my limited testing, it's much more expensive than translation and scaling. I didn't totally geek out and dive into why since I'd like to actually get my game finished...

  • Rotating objects frequently (rotate behavior or setting angle every tick) is one that doesn't show up in that list, but it can really slow things down, especially if you are rotating large objects.

    Also, the current 'stable' of crosswalk supported by xdk (v10) is a godawful mess that looks terrible at anything less than 60fps; if you really care about perf, use v7 instead. Just be aware that google may remove your app at some nebulous point in the future.

  • Got this too. It's happening to my test device.

    Game runs fine, then crashes. Same error msg. Running Android KitKat 4.4.2.

    Third party wise, all I'm using is Phonegap Game. Also using internal google play plug (works on crosswalk, but Phonegap Game has features the official plugin doesn't, and vice-versa).

    Anybody else seeing this?

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TiAm

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