Halfgeek's Recent Forum Activity

  • Preload does not work for iOS for awhile now, ever since iOS9, Apple broke that feature.

    I don't know if Ashley is aware of it or not, but there's been lots of audio related bugs with iOS9+.

    Sometimes my audio tracks don't play at all, it's messed up actually!

  • xmnboy

    Thanks, I'm fine with iOS9+, due to how buggy iOS8 was with WKWebView.

    Any ETA on the next XDK release?

  • Sounds like sandboxing.

    Yep, it used to be a problem with iOS8 and WKWebView, it would reset the LocalStorage. Was fixed in iOS9... now bugged again for iPhone... freaken Apple.

  • Many of these bugs isn't the fault of C2 , I've said as much many times.

    It is often the fault of Apple, they break things when they do iOS updates.

    It was the fault of Google, who broke Chromium v-sync. It was also their fault for introducing memory leaks into Chromium.

    The problem is because C2 is a HTML5/JS engine, it relies on these tech and so, despite not being the fault of C2, we ultimately suffer due to these issues.

    I would kill for a C3 that exports to native, bypassing these browsers.

    Just 3 export options most widely used: DirectX for PC, Java for Android, Objective C for iOS. No need to go nuts with all the platforms. Go where the audience are, where the money is at.

    So I guess until someone makes such an engine with the intuitive event system that exports native, C2/C3 is still the best we got for 2D.

  • I cannot remove the WKWebView plugin, because performance without it is utter crap, as it defaults back to the old UIWebView that is x5 or even x10 slower.

    I tested it in preview on UIWebView, my game gets 10-20 fps, with 99.9% CPU usage (cpuutilization).

    In Safari itself (WKWebView), it's 50-60 fps, with 50-70% CPU usage.

    Basically you do not want to publish without WKWebView on iOS, because the high CPU usage for sub-par performance means your game will destroy the battery life of these devices and make them run really hot. This is a very important concern for mobile gamers. You want to be as efficient as possible, getting high FPS with the least CPU usage.

  • yea localstorage seems to be working ok for me so far. I'm not doing anything too complex with that though my current project is using about 8 different local storage objects..

    Good to know.

    I'll use whichever one works.

    The confusing thing about CocoonIO is their pricing, basically if you pay a single month and compile your game, what if the subscription is not renewed, your game is already on the market, it works, right?

  • There is a bug with LocalStorage in XDK/Safari for iPhones.

    part12studios

    Do you use LocalStorage for iOS and it works fine with CocoonIO?

    I know they implement their own WKWebView, Webserver and such for it, that is different to Cordova and XDK uses.

  • Problem Description

    Stored game data in keys in LocalStorage cannot be retrieved in a new session, once Safari is closed and re-launched again for preview over Wi-Fi. It seems to be resetting, which shouldn't happen as far as I am aware, since the IP & port is static.

    Attach a Capx

    Any simple implementation of LocalStorage will show this. Store a key, re-launch, recall a key, it's empty.

    Steps to Reproduce Bug

    • Preview a CAPX over wi-fi
    • Set a LocalStorage key
    • Close Safari
    • Re-launch Safari and load up the preview
    • Get the key, it's empty

    Observed Result

    No LocalStorage persistence.

    Expected Result

    LocalStorage should persist in new app launches.

    Affected Browsers

    • Chrome: NO
    • FireFox: NO
    • Internet Explorer: NO
    • Safari: YES

    Operating System and Service Pack

    Latest iOS version. iPhone 6 Plus Safari.

    This bug DOES NOT exist for Safari on my iPad Mini 2. It is a very strange one and I suspect it's the fault of iOS again...

    Construct 2 Version ID

    217 & 223 both have same issue

  • RBuster

    LocalStorage/WebStorage will be deleted on iOS when the user's disk space is low. I used WebStorage for my game on iOS8+ and users reported losing their saves and it was a year ago, I found out that iOS is allowed to delete what it considers temporary web files, with WebStorage falls under.

    This is why they want to move to IndexeDB (new LocalStorage), as it's more permanent. There was a bug in iOS8 that still deleted it, but its fixed in iOS9+ and IndexeDB should be more permanent.

    Maybe test CocoonIO if you have a small project, it's free for 2x 50MB projects.

    Intel XDK would not even compile for me, it has problems with installing WKWebView plugins. :/

    iOS Port of my PC game is ready to go, runs great on iPad Mini 2 Safari... but no wrapper works and thanks to the LocalStorage bug, won't work on iPhones. Yep, it's a waiting game.

    Anyway I posted the bug on the bug report:

    But I think this is iOS updates messing up WKWebView/Safari, there seem to be a major difference in iPhone & iPad Safari.

  • Maybe Intel were testing this plugin. I talked with Paul F and AFAIU the plugin will be present in the next XDK update.

    Yep, I'll wait for the next update and re-tested it.

  • > I only tested with Safari preview over wi-fi, I noticed iPhone 6 Plus would not save LocalStorage properly.

    >

    > Did you use XDK or CocoonIO?

    >

    Intel XDK. I never used Cocoon.

    Bad news. I found it: http://gonehybrid.com/dont-assume-local ... ybrid-app/

    It's not that problem. I had that problem in my game on iOS with with iOS8, it would wipe out localstorage when user device run low on disk space.

    That will always be a problem with iOS due to the OS itself having permissions to destroy non-system generated files.

    This bug is a new one. LocalStorage works FINE on Safari on iPad Mini 2 for me, does not work at all on Safari on iPhone 6 Plus. Same OS version, the latest.

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  • I only tested with Safari preview over wi-fi, I noticed iPhone 6 Plus would not save LocalStorage properly.

    Did you use XDK or CocoonIO?

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Halfgeek

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