Colludium's Recent Forum Activity

  • As ArcadEd said, you're probably using a plugin or physics that aren't supported. I recommend you enable debug then test your game. When it runs, press the FPS Burton and have a look at the Warnings and Console tabs. Errors and warnings will be listed there. If it's just a JavaScript command that the launcher doesn't recognise (an unsupported plugin) then, as long as you don't minify on export, you can have a look at the line reference it will give you and you'll know what to change. Good luck!

  • Dear community,

    May I humbly present Space Flap on Android. You guessed it - it's based on that game that shall not be mentioned. It took me a couple of days to put together and should be out on iOS at the end of the week as well. I fully acknowledge that it's kind-of average, but it should help pass a coffee break or two... After all the furor, it served as a really good distraction from my other project that's taking, shall we say, a bit longer to put together...

  • Every day is a school day.... You're probably right , but what's the refresh banner ad command for if not to force an update of the ad being displayed? Of course, I've been stumbling in the dark figuring out what works and what doesn't - and the refresh command seems to have fixed bremen's problem.

  • Interesting - bremen I'm sure that's how it's supposed to be done now you mention it!

    I've always used on-start-of-layout : show banner ad and then refreshed it using every-45-secs : refresh-banner-ad (ie I have never bothered with the preload call). This now makes sense because I sometimes don't see the first ad displayed right at the start of the layout.....

  • bremen, I've got a dumb question for you - so apologies if this appears to be patronizing! Have you set up to refresh your banner ad in the events every - say - 30 secs? I also find that my ads are very quick to appear over wifi but might take a bit longer over mobile network.

  • baodingball,

    I know - it's all a bit confusing at first, but you'll quickly pick things up I'm sure. I think you should be using Webstorage link to Webstorage in Manual rather than Node Webkit (maybe the word Web is confusing things here) if you're using a browser or wrapper on mobile. To keep things easy to read and understand in your event sheet, I suggest you first load the array into a string variable and then save that variable to Webstorage. Then, on game resume you do the reverse - load the Webstorage string into a variable and then load that into the array. You've already got the basics, looking at your event sheet, but the node webkit isn't going to work for you here.

    Something like this:

    On game end:

    1. Set MyVariableString to MyGameArray.AsJSON

    2. WebStorage: set local value ( Key: "SaveData" , Value: MyVariableString )

    On game resume:

    1. Set MyVariableString to WebStorage.LocalValue("SaveData")

    2. MyGameArray : Load (MyVariableString)

    In my limited experience I've had no problem using this technique to save data on android and ios using cocoonjs and phonegap (and, I think, Intel XDK as well - the old one, mind, not Crosswalk which I haven't tested extensively yet).

    I hope this helps - let me know if it's not clear!

  • digitalsoapbox - I totally agree with how great C2 is and I know I'm being a bit picky by mentioning these little things... And your point about this sort of thing happening with other software is very valid. It's just that C2 is so nearly perfect....

  • digitalsoapbox,

    To answer your questions:

    1. This plugin allows the sprite font to be displayed correctly in the editor, as described in the first post. That is the only real benefit to using this over the native one that I can see and was the reason why I started to use it. I know that the array/JSON technique works just fine - as per the tutorials etc - I don't really understand why you asked the question and think you maybe missed the point of the plugin...?

    2. It's not the end of the world for me, but it would have been if I had spent the last 3 months using this plugin throughout my project.... My point about 3rd party plugin support is about my concern that a critical plugin might get broken by a C2 update. If you've spent months on a project and then it's trashed by scirra's lack of support of these plugins - well, that's not a good thing! I am not saying that spritefont+ is necessarily one of these plugins, but this is just an example of the risk anyone takes by using a 3rd party plugin with C2. Of course multiplayer is going to be great...

  • +1 for making this the default way of handling sprite font.

    Also, r164 has completely broken this plugin - if I preview a game that doesn't even use it I receive a host of javascript failure messages (removing the plugin and it runs fine) .

    And I would just like to add that this breaking of perfectly excellent plugins is the reason why these features should be incorporated into the main program instead of being left to 3rd party developers to sort out. Thread drifting rant over... Happy now....

  • Thanks Ashley!

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  • TiAm,

    When I turn off WebGL on my 'little test' the draw calls cpu use for drawing the 99 instances of an object goes up to the same amount as required to draw the 99 different objects. Although I was generally aware of this principle before I must confess to being surprised that WebGL was so beneficial. If I get the chance later I'll try this on mobile chrome and see if there's any difference on a mobile browser.

    So, if there will be no WebGL in the final product then there's nothing to be gained by going through the pain of trying to minimise the number of individual objects in a project - the only thing that can save cpu demand here is, as was already apparent, minimising the number of objects on screen.... Which is interesting to me because I already find that just by enabling WebGL on my old laptop (only 6 years old) the performance can sometimes become a bit choppy. So my personal policy has been to avoid WebGL when designing for a market that could be using older hardware.

    Thanks , some good advice there as always.

  • In the Touch object, select mouse input to Off and give it another go. Certainly with phonegap you get double triggers if the mouse input is enabled and I suspect it's the same here as well (I haven't the time to test it through to completion using the xdk). I only use the mouse input for debugging on my computer....

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Colludium

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