Crazyhowie's Recent Forum Activity

  • I ran into the same problem when I tested my game in Safari on the new iPad as well. Buttery smooth in portrait mode, but since my resolution isn't made for that it has awkward ghosting and a ton of black space. Turn it landscape and the FPS falls so dramatically it is fairly unplayable. I have not been able to test this on any other idevices yet.

  • Sorry to spam my own post, but it does seem to be a lock screen/orientation related issue. I mentioned that the game resumed properly on my tablet, because it locked in landscape and the game plays in landscape. Well, I decided to test it in portrait mode and got some results.

    Before Display Timeout

    <img src="http://howardconcepts.net/internets/construct2/tab_portrait_1_before.JPG" border="0" />

    Lock Screen After Waking Device

    <img src="http://howardconcepts.net/internets/construct2/tab_portrait_2_lock.JPG" border="0" />

    The After

    <img src="http://howardconcepts.net/internets/construct2/tab_portrait_3_after.JPG" border="0" />

  • Yeah, I think I'll put an inquiry into them tonight. Maybe try to capture some screens or a video of it to help clarify. I'm trying to get more feedback from other users on their devices to see if there's a common step to reproduce.

    I was mostly just wanting to check with the community first. I'm not sure if other users testing their apps on CocoonJS would normally test for this. I have my timeout settings really low to save battery, so I discovered the issue pretty quickly.

    If anyone else gets a chance and wouldn't mind running a quick test on their app in the CocoonJS Launcher, let the screen timeout, and see if things are stable upon unlock and resume, I would greatly greatly appreciate it! <img src="smileys/smiley31.gif" border="0" align="middle" />

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  • First time asking for help on here, so hopefully this is the right place. <img src="smileys/smiley5.gif" border="0" align="middle" />

    I have a cloud compiled CocoonJS app that I'm testing on Android devices. The issue seems to vary from device to device, but basically here's what happens. When the screen times out, the game breaks in some way. Unlocking the device to resume the game has varying results: screen goes completely black or white and won't resume, the graphics get either shrunk, offset, or streched oddly making it unplayable, or the device locks up completely, requiring a reboot. Most of the time, it just takes hitting the back button to exit out of the app, and relaunching it to get things back to normal. (Note: On my Android tablet, it works great and I can even swap between other apps and back to it, and it'll resume properly.)

    Has anyone else experienced any similar problems with resuming their games, after the screen times out? Does anyone have any tips for a workaround or is there a way to prevent the screen from timing out?

    The two devices I've tested this are on Gingerbead Android 2.3, and maybe it has to do with the lock screens being in the portrait orientation... so, that when it tries to resume the game, you'll see it switching to the landscape orientation and that's when things break. (My tablet is running Android 4.0 ICS, and the lock screen is landscape orientation, so maybe that's why it works?) I'm using scale mode with an oversized background sprite, and some anchored sprites.

    I can post a capx file later tonight if that'll help. Similar behavior can be found even when letting the screen timeout while in the Cocoon JS launcher, so it'd be easy to verify.

    *EDIT*

    Added some screenshots of the Before and After to clarify the issue.

    Before

    <img src="http://howardconcepts.net/internets/construct2/game_1_before_timeout.jpg" border="0" />

    After

    <img src="http://howardconcepts.net/internets/construct2/game_2_after_timeout.jpg" border="0" />

  • I'm going to write up a more detailed walk through of what I did because now it really is super easy. I'll let you know when I've gotten it finished.

    This would be greatly appreciated.

  • Hi, can i expect the same performance in the compiled version, that i have in the launcher?

    I am getting an amazing performance in the launcher!

    Yeah, I find it pretty spot on. An older version wasn't properly reporting the correct FPS for me in the launcher on my Galaxy Tab, but it seems to work great now.

    The only discrepancy I've had between the launcher and the compiled version is that in the launcher, text objects appear extremely tiny, but the compiled version is the proper font size, though it doesn't use the proper font type in either of them. I need to give the spritefont plugin another shot and see if it's working for CocoonJS now.

  • just to warn you, the cloud compilation produces android apk requiring users to accept following permissions:

    android.permission.CAMERA

    android.permission.WRITE_EXTERNAL_STORAGE

    android.permission.INTERNET

    android.permission.ACCESS_COARSE_LOCATION

    android.permission.ACCESS_NETWORK_STATE

    android.permission.READ_PHONE_STATE

    android.permission.ACCESS_FINE_LOCATION

    android.permission.VIBRATE

    android.permission.RECEIVE_BOOT_COMPLETED

    don't know how about ios files, but in android's google play store these are a sign NOT to download the game, because a simple game, shouldn't have access to users location, boot completed signal, camera, etc.

    i asked ludei if there could be some kind of control over these permissions though.

    Thanks for bringing this up with them, ranma! I was going to put an inquiry into them this evening about it. As you said, excessive permissions tend to be a nasty stigma for an app especially on the Google Play store. Look at any app with excessive permissions and you'll see plenty of low score reviews with complaints. This is especially a problem for simple games where little to no permissions should be required, unless there is a specific purpose thoroughly explained.

    I'm having a small group test my game on their devices tonight, so for now I'll just have to forewarn them that I have no control over the permissions that are required. Though, hopefully I will be able to remove those in time.

  • Yeah it's usually quite quick, but I have also had my project still processing 6 hours later, and it's only 4MB. Maybe they're having server issues right now or the queue to process is full?

    I've only experienced any slowness today though, so we'll see how tomorrow goes!

  • This seems like the right place for this post.

    I just wanted to share that I've actually had a great experience with CocoonJS and the cloud compiler. I unfortunately couldn't get the sprintfont plugin to work, but the text object seems to be functioning fine. I will add though that the text object didn't appear to function properly when testing on the CocoonJS app; it wasn't properly using the font size, so it was quite small and unreadable. Compiling the app into an APK though and running it, the text objects works great.

    The game's overall performance seems pretty good so far on the devices I've tested it on. The process was smoother and faster than I could've possibly imagined, especially after fighting and struggling in being able to get appMobi working, it was a relief.

    I hope to have a version to share soon.

  • Here is the error on CocoonJS when using spritefont:

    JSUtilities Exception: TypeError: Result of expression 'a.canvas' [undefined] is not an object. Cause: Tag: requestAnimationFrame Function: function() {a.hd();}

    Just thought I'd add that I also ran into this same error when using spritefont and exporting it to test on the CocoonJS app. The game tested great over preview, but loading it up on the phone gave this error and broke all touch control for whatever reason.

    It's a wonderful plugin though. I received this error exporting with r101 just to clarify.

  • Was just about to post a link to that, but you're all over it, Tom.

    Great news.

  • Go go go! :D

    Love the new front page BTW.

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Crazyhowie

Member since 16 Aug, 2012

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