hollowthreat's Recent Forum Activity

  • Ashley ok i'll submit another one tomorrow. as of cocoonjs bug, yes they don't have that issue on old version, i'll try report to them, not sure how to reach them properly, asked 2 question months ago, no reply at all :/

    i'm seriously considering using ejecta with my new game, just need to sort out iAd, and a social sharing problem. are you able to look into this, https://www.scirra.com/tutorials/914/fa ... r-cocoonjs

    its not working on ejecta, it wouldn't open the browser, this will be a very useful solution for social sharing feature for ios games.

  • good news! ashley fixed 2 issue i mentioned earlier, no more turbo after re-enter game, and accelerometer is reversed to normal!

    further testing and comparing the performance of ejecta and cjs, testing with a simple infinite game i'm about to release on iPhone5, here is the result from xcode debug monitor:

    Loading the game at beginning(not counting the splash):

    Ejecta is at least twice as fast to finish loading.

    Title layout idle:

    Ejecta use 30% CPU while Cjs use 70% CPU

    In game:

    Ejecta use 60~70% CPU while Cjs use 70%~100%

    Ram:

    Ejecta use 125mb, Cjs use 160mb.

  • i was able to compile a iOS game just before they went down for maintenance again, V2 beta compile, some good news and a bad one, banner on top used to have a 1 tick flash of banner in middle, that seems to be fixed, also a weird touch swipe issue before also gone. now the bad news, when you minimize the game and re enter the game, game speed will go crazy, hammers the performance and fps, its a big issue i hope they will fix soon, i dont think apple will approve such bug.

  • Ashley yes!!!!!! both the turbo and accelerometer issue fixed and its running much faster(performance wise) than cocoonjs, you should suggest those who complaint mobile performance to try ejecta, its a big improvement over cocoonjs, thank you so much!

    however i notice some more bugs, audio pause is not working, and audio play rate also not working on ejecta. do i need to file another bug report? its quite simple

    and on a side note, not relate to ejecta but its the exact same turbo issue now happening with the just released cocoonjs v2, i think you know what exactly the problem is, maybe you can pin out the problem to ludei? :/

  • Problem Description

    Game runs unusually fast after minimize the game (pressed iPhone's home button) and come back to the game result in turbo speed. Monitor with xcode's debug, shows CPU usage go up, and FPS drops every time re-enter the game.

    Attach a Capx

    ejecta_turbo.capx uploaded!

    Description of Capx

    1 Object with sine behavior, and text showing timescale.

    Steps to Reproduce Bug

    • Step 1. Create any game, in this case an object with sine and text object.
    • Step 2. Export with official Ejecta exporter, NO minify.
    • Step 3. Download and extract latest ejecta from https://github.com/phoboslab/ejecta
    • Step 4. Rename exported folder to App, copy to ejecta folder.
    • Step 5. Open xcode file, change bundle ID & team, run test on iPhone 5(also tested on iPad 3 same problem).
    • Step 6. Press home button.
    • Step 7. Press ejecta icon(back to game)
    • Step 8. See the turbo or jumpy performance. (this is a very simple project so it might not be noticeable, repeat step 6 & 7 a few times to see the issue, or monitor CPU & FPS from xcode's debug)

    Observed Result

    Uses more CPU and game runs faster than it should after minimize the game and come back. On iPad3 it went from 60fps(first launch normal speed), to 25fps(after minimize and reenter game 5~7 times)

    Expected Result

    Game performance unchanged after minimize and come back.

    Affected Browsers

    • Chrome: (-)
    • FireFox: (-)
    • Internet Explorer: (-)

    Operating System and Service Pack

    Win7 64bit latest / OSX latest + latest xcode

    Construct 2 Version ID

    R165

  • Ashley no, i wasn't sure where to report the issue, thought its ejecta's problem, and i got used to the 'no support' from using cocoonjs lol.

    thanks for asking, i'll try reproduce the issue and report in bug section this week! i'll be very happy if we actually gets support with ejecta, good job team scirra!

  • delgado sorry i cant help you with browser loader

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  • yup i do my games in ipad's retina resolution, it works on both ipad and iphone. but the turbo issue i state earlier is a biggie, cocoonjs still the better wrapper at this stage.

  • delgado loader layout wouldn't show over cocoonjs launcher, you have to compile to test your loader.

  • After I minimize my iphone game and reopen it from the multitask bar it starts stuttering, especially the physics. hiw to resolve this?

    i experienced similar, it went turbo after i reopen the game!

  • > just got my first android phone, some quick test with CocoonJs launcher & Cakewalk play, impressed with cakewalk, performs really well, especially audio, which is horrible on cocoonjs(i cant imagine how people publish games on android with cjs, audio is so buggy), but cakewalk still little buggy, i find some transition animation i set at start of layout, its hit or miss, sometimes it plays the animation sometimes not, weird...and seems to handle large image file not so well? browser vibrate also not working on cakewalk, it crashes right away! is there a place to report cakewalk bug?

    >

    you mean crosswalk, not 'cakewalk', right?

    It's our bug tracking system:

    https://crosswalk-project.org/jira

    lol yes 'crosswalk', what was i thinking?

    can't wait for admob & play service leader board function!

  • setting up mopub & iad for cocoonjs for the first time, i can see mopub test ad banner, but not iad test ad, i've read that i need to set CPM in order to show ads, but i cant find anywhere to set CPM for iad. anyone with mopub + iad working please help!

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hollowthreat

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