Kali's Recent Forum Activity

  • Ok -

    I tried exporting with the BETA 180 build with the following results

    Used preload sound from project properties - and that seemed to work well on safari .. sounds were playing instantly and so on...

    first time i ran the game everything worked smooth and no problems.. but.. when i try to reload the game it gets stuck again while loading..

    I tried editing the offline.appcache again, deleting any reference to the sounds and viola´no loading problems again no matter how many times i reload the game.

    so it seems that the main problem lies there.

  • ok thanks i'll try that -

    but just to clarify -

    using the preload sounds in project properties is what caused loading problems in safari... using preload from eventsheet and the other one turned off seemed to work - at least the game stopped having load problems - but i'm not sure any preloading actually takes place. (using stable build 178)

    in the end i ended up doing the following, which seems to be the best solution when i want the game to run fairly well on both android and IOS

    1: preload a few important sounds from eventsheet on start of layout

    2: remove all refrence to sounds in the exported offline.appcache file

    I'll try making a build with the newest BETA build and see how that behaves .. I'll post an update here

  • Hi everybody .. I'm just ressurecting this old thread because I'm having similar problems -

    the issue:

    If I use the project setting preload sounds (I.e not the preload you can set in events) the game loads, plays sounds and work correctly. secons (or third for that matter) time i start the game the loading fails and it just stops on the standard scirra load screen....

    If i disable the general preload and preload a few sounds on my first layout/eventsheet it doesn't cause any problems...

    So my question is - does anybody else have this specific problem where the general preload sound doesn't work but preload via eventsheet does work ?

    ahh and just to make it clear - this is on safari - everything works in chrome .. and even on the freaky samsung stock browser...

    2 question - I see that some of you recomend using stereo sounds because mono causes havoc on safari .. is this a confirmed thing ?

  • Thanks Ethan !

  • thx.. hehe the music was by far the quickest thing to do

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  • sigh --- forgot about the URL restriction

    You can find the game at -> papio[DOT]nu/games/bubbles

  • Ohoy every one!

    I finally managed to finish my newest game - Bubbles - Pop & Match (for mobile and tablets)

    it's a form of match 3 / arcade / zen game where you create and pop long chains of similar coloured bubbles to advance in stages and set a highscore. ahh and you lose energy if your bubblechains overlap bubbles with different colours - quite simple but works allright I think.

    Give it a spin and let me know what you think ) but I might end up wrapping it and putting it on the googleplay & appstore - not quite sure yet.

  • hmm to my knowledge you can do the same thing in analytics with the ordinary analytics "events" - furthermore you can track time spent between any point.. and also pull values from your game variables .. (does that make sense?)

    for example.. in my game i track how long & and how many times the player plays - how long each level takes to complete, and on what level he dies ..

    it's much more information than i need , but if i make a bigger game that requires much more balancing I think it would be quite nice to track things like that.

    only downside so far is that i find the analytics dashboard really complicated - so it takes me a long time to find the relevant information

  • How aboutgood ol' Google analytics?.. Ive just implemented it in my newly finishen game and it was a no brainer to set up... Now i just wait for some proper dato to pour in.

    Any reason to choose flurry instead ?

  • Thanks for the input guys ...

    In regard to optimization ive been trying to nail down what part of my design is causing problems with debugger .. and ive pretty much disabled everything except object spawning (I have around 5 to 8) circles spawning every 15 seconds with a max of 40 circles.. nothing much else is going on.. collisions and movement is turned off.. and still i see the before mentioned fps drop in the exported version on Ipad :/ no matter if it's running from homescreen or straight in safari.

    Using the debugger doesn't really help since it's only the exported version thats affected... ehh correct me if i'm wrong .. you can't acces debugger in exported version right ???

    I'm 90% sure the mistake is on my side but i just wanted to make sure it wasn't a known & normal issue

  • Hi there..

    I'm in the final stages of finishing my game and testing it on various devices to make sure performance is ok .. and i've noticed something very strange that I hope you can help explain me.

    When i preview over LAN the game chugs along nicely with around 60 to 45 fps on my Ipad AIR running ios 7 ... but when exported to web and rund from my server fps drops to about 45 to 20 fps... thats a huuuge difference and I have absolutely no idea why ..

    on other devices there seem to be a slight difference aswell but no where near what im seeing on the ipad.

    can anybody help me explain this ???

  • Hello fellow constructors

    I'm experiencing a quite odd thing with my little game, thats almost finished ...

    I've been testing it on an ipad4 running ios 6 and an ipad air running ios7 ...

    What I expected was almost similar performance between the two.. perhaps a little better on the Air.. but it's the other way around... i'm getting at least 10 less FPS on the ipad air...

    has anyone else experienced this?

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Kali

Member since 7 Nov, 2013

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