Rayek's Recent Forum Activity

  • Question to Ashley: I checked the c2runtime.js to see if I can change some values for the nine-patch so that it removes the seams when run in webgl Cocoonjs. Which variables should I adjust?

    • with extremely wide repeating tiled backgrounds, the edges become more fringed the wider they get. In webgl mode I get fringes, in canvas2d mode at some point retro-like huge pixelated edges start to appear. They actually GROW.
    • nine-patches work in canvas2d mode, but in webgl mode seams appear all over the place, rendering them unusable.
    • in canvas2d mode flickering lines appear at random here and there along sprite borders. I did add a 1px wide margin for all my sprites. It worked properly in 1.3

    Any solutions? It's very frustrating: both canvas2d and webgl in Cocoonjs cause graphical defects, and I tried running the game in Ejecta, which will not work either.

    In short, I cannot publish the game. And the client is waiting.

  • I'm in dire need of some help.

    Our game compiles in Xcode, and runs on the ipad, but after displaying the ejecta standard startup screen, it fades out to black, and then...

    Nothing!

    I tried running only our intro screen, and that runs. But trying to run the entire game, and no intro screen - the game will not display.

    Any suggestions would be VERY appreciated.

    Additional info:

    • no physics used
    • no external plugin used
    • game works in Cocoonjs
  • I found a simple workaround: open the generated javascript file, and use the editor's find function to look for the object definition's image name to replace (name of image in images folder). Scale down the image, and replace the original. Then replace the width and height values with new ones.

    Full sprite sheets take more effort.

    This method only works well for sprite objects with just one single frame, or perhaps a couple of frames. A larger spritesheet would take more work - though someone could potentially write a small utility to scour the source code for sprite objects, and change the values accordingly in one go. Luckily enough image points are set in percentages, and not absolutely.

  • Well, I succeeded in building a simple test project, and running it on the iPad. Much rejoicing!

    Next, I am going to test if I can get my full game running. Fingers crossed!

  • Yes, I did turn off minify. It does compile in xcode.

    To clarify this statement: yes, I already turned off minify before compiling the project.

    Still a black screen after the logo.

    Any tips?

  • I finally got Xcode running, got a Apple dev id, and my game compiles, and loads up on the ipad.

    Problem: aside from the ejecta logo, nothing seems to happen. Any suggestions? It runs in Cocoonjs.

    [edit] sometimes after logo things go black. Then nothing.

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  • Last week I finished work on a Construct mobile game: a horizontal scrolling shooter with a bit of a twist.

    During my testing, and after some heavy optimizations, the first level (out of 4) ran at a healthy ~50fps on Cocoonjs 1.3.

    Sooooo... I installed the newest v1.4 on the iPad, and expected somewhat better or equal performance.

    Only to be shocked to discover that first level now runs at a dismal ~17fps, and plays like a snail running through mud.

    The game was supposed to be put up on iTunes this week - I do not see that happening now. It just runs way too slow.

    I am now going to test with Ejecta, and see if that will improve matters. As it stands, Cocoonjs is a complete bust for me. Client is not that happy atm...

    Any suggestions or ideas about why performance might be affected that bad?

  • Thanks Ashley: I actually HAD applied a layer effect (HSL), which I had completely forgotten about. I've been working on this project for months now in my free time.

    It's now fixed.

  • Not using Photoshop, but Photoline. And with color management turned off there is no real difference in Construct, but for a slight colour change.

  • Very strange issue. For some reason or other the colours in my graphics change AND they seem partly corrupted. It looks as if some sort of compression is applied to the graphics in the editor and while playing. And why would the colours change like that? Not using any blend effects: just plain old image.

    The png's look fine in the built-in editor or in external applications.

    And yes, newest graphics drivers (catalyst 3.4) are installed.

    Please check this image:

    <img src="http://www.estructor.biz/testje/bug.jpg" border="0" />

    My system: Win7 64bit - i7 920@3.6Ghz, p6t Deluxe v1, 48gb (6x8gb RipjawsX), ATI 7970 3gb (connected to screens), EVGA 590 3GB (for gpu CUDA), Revodrive X2 240gb, e-mu 1820. Screens: 2 x Samsung s27a850ds 2560x1440, HP 1920x1200 in portrait mode

  • Just checking, because I do not think it is possible in Construct yet. However, the current game I am working on uses too much memory for mobile. A simple solution is to replace the current sprites with lower resolution ones. However, Construct does not keep the original's relative scale, and scales it down.

    It would be great to have an option that we could replace assets with lower or higher resolution versions, and all the instances in our project would update without changing the relative scale.

    For example, suppose I change a sprite to a 50% version. Construct would then automatically calculate that all instances used are relatively scaled up by that value, no matter their actual size in the layout.

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Rayek

Member since 30 Dec, 2011

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