Knifegrinder's Recent Forum Activity

  • CocoonJS Support .ogg audio ?

    Until 1.3 CocoonJS supported m4a.

    Now it support (badly) only ogg.

  • I don't have now a device to test it.

    I have a question for everyone who tested it. Reverting to 2dcanvas fix these performance issues?

  • I don't use physics in my game so it runs fine. Unfortunately the sound engine is still crashing my gingerbread devices. I notice also a 2-3 seconds lag everytime I load a new bg soundtrack even on 4.x devices.

  • I see in your post from February that your game Clyde it was almost ready. As I see in your last post, I guess you didn't publish yet, isn't it? Some tips?

    Unfortunately I didn't work at my game for two months due to a bad case of measle (!!!) with severe complications. Now I'm polishing the game. I hope to release it in september, but I'm also waiting for a stable cocoonjs update.

    You can use more than one layout. I'm using 40+ layouts and the game runs fine (except audio problems, but they're not related to the layout number). It might be a physics related problem. Since I don't use any physics object in my game I didn't have any issue.

  • CocoonJS is NOT broken.

    CocoonJS IS broken. The new audio engine crash every gingerbread device I tested.

  • New audio engine works good on a lot of newer devices.

    Unfortunately it crashed every 2.x device I tried and this is a major issue.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Feedbacks on ludei's facebook page are pretty self explanatory... <img src="smileys/smiley21.gif" border="0" align="middle" />

  • Ok... my rage has eased now. Let's try to resolve these issues.

    I can find some graphics workaround with these opacity bugs so it's not a real issue for me.

    But bg music is a BIG PROBLEM.

    I concluded that on my phones (both android 2.3.6) sound files inside music folder don't stream anymore but load on first call like sfx.

    This is a big problem beacause the phone hangs 10-15 seconds everytime a new bg soundtrack is loaded and then crashes when the ram is full.

    Am I the only one experiencing this issue?

    Tomorrow I'll be able to test also on android 4.x and then I'll make a detailed report and send it to Ludei.

    BTW, pure performance is really great even on older crappy phones.

  • Astonishing performance.

    But tiledbackgrounds opacity seems to be bugged.

    Update: Tiledbackgrounds opacity is totally broken. I tested it on a Galaxy Ace and on a Galaxy S Advance.

    It happens randomly in my game. Whatever value I put some objects mantain a greater opacity than excepted.

    Update: I used to delete ogg files and keep only m4a and it worked until 1.4 release. Now it seems that the new sound engine supports only ogg. So I made another build with r134 to hear the improvements to the sound engine. Unfortunately now my phone crashes at the start of the first background music.

    I waited months for this update and now I'm really upset and depressed. I'm not able anymore to play sounds and I'm experiencing a lot of gfx glitches.

  • Make sure you are using full path dropbox links (for example dl.dropboxusercontent.com/u/xxxxxxxx/xxxxxx.zip) instead of shorturls created by the android app.

  • thehen 15Mb and black screen.

    but with a bit of optimization i jumped from 20FPS to 40FPS even with local hosting.

  • Hi all, I had the same problem and I found a workaround to access accelerometer data. Unfortunately Microsoft doesn't support standard HTML5 deviceorientation and devicemotion events, so you have to deal with deep code changes in your visual studio project.

    The following code snippets are simply a workaround to pass accelerometer data from C# code to the webbrowser control in an extremely unelegant way. You may notice some performance drop and you'll have to deal with trigonometry to obtain correct values from sensors.

    I needed only touch.beta values on a landscape app, if you are familiar with Visual Studio and Trigonometry you can mod this code to obtain also alpha and gamma values.

    1) Export your game as a Windows Phone 8 project without minifying the script.

    2) Open Mainpage.Xaml in VS2012 and add the following line before the end of the tag phone:WebBrowser

    ScriptNotify="Browser_ScriptNotify"

    3) Open Mainpage.Xaml.cs and search for this.

       public void OnAppDeactivated()

            {

                Browser.InvokeScript("eval", "if (window.C2WP8Notify) C2WP8Notify('deactivated');");

            }

    Add this snippet under these lines of code.

    private void Browser_ScriptNotify(object sender, NotifyEventArgs e)

            {

                if (e.Value == "startAccelerometer")

                {

                   if (accelerometer == null)

                   {

                        accelerometer = new Microsoft.Devices.Sensors.Accelerometer { TimeBetweenUpdates = TimeSpan.FromMilliseconds(100) };

                        accelerometer.CurrentValueChanged += (o, args) => Dispatcher.BeginInvoke(() =>

                        {

                            var x = args.SensorReading.Acceleration.X;

                            var y = args.SensorReading.Acceleration.Y;

                            var accbeta = (Math.Atan2(-x, y) * 180.0 / Math.PI) - 90;

                            Browser.InvokeScript("eval", string.Format("accelerometerCallback({0})", accbeta));

                        });

                        accelerometer.Start();

                   }

                }

            }

    4) Open index.html and replace tag <body> with <body onload="onLoad()">

    5) Open c2runtime.js and add on top these lines

    var wp8_beta = {};

    function onLoad() {

          window.external.notify("startAccelerometer");

          }

    function accelerometerCallback(accbeta) {

          wp8_beta = accbeta;

          }

    6) Find on c2runtime.js the line

    return this.orient_beta;

    and replace with

    return wp8_beta;

    Now you'll have touch.beta values correctly passed from wp8 to your game.

    Since I suck at trigonometry I hope someone will mod the code to obtain also alpha and gamma values.

Knifegrinder's avatar

Knifegrinder

Member since 1 May, 2012

None one is following Knifegrinder yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies