Sisyphus's Recent Forum Activity

  • Problem Description

    Here's the thing i tried to do - start a layout - set localstorage value - close and back again or refresh the page - check if item exist and set text to its value and if it's value equals to 1 do something.

    Attach a Capx

    I don't know why, but i can't attach it, i don't have attachements button. Here's the link.

    https://yadi.sk/d/bQ9xA43Kfz969

    Description of Capx

    Text object + Sprite object + Touch object. On start of layout check if item "Value" exist, if exist set text to item's value and if item's value equals 1 - rotate sprite 34 degrees clockwise. On first start the localstorage "Value" item is not exist, so you need to touch the sprite to Set "Value" item to 1 and restart the layout. On restart you'll see that text is now showing 1 (items value) and sprite is rotated, you can tap sprite again and again to restart the layout and see that everything is working as it should, everytime the layout restarts "Value" item sets to text and compares right. Now refresh the page (F5, browsers refresh) or close and start the preview again, local storage triggers the exist condition but gives us the empty value, so text is empty text, and it is not equals 1 anymore and the sprite is not rotated because of that.

    Steps to Reproduce Bug

    • Start preview
    • Touch the Sprite to Set "Value" item to 1 and restart the layout
    • On restart you'll see that text is now showing 1 and sprite is rotated, as it should
    • Now refresh the page (F5, browsers refresh) or close and start the preview again, the result must be the same as after restart of layout but it's not, local storage triggers the exist condition but gives us the empty value, and value of item "Value" is not equals 1 anymore

    Observed Result

    Local storage triggers the exist condition but gives us the empty value

    Expected Result

    Local storage always gives me the values that i stored.

    Affected Browsers

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

    Operating System and Service Pack

    Windows 7 64bit latest all.

    Construct 2 Version ID

    r202

  • Perhaps it should automatically appear and conjoin to an event that uses asynch so that the user can't get confused/realizes it's part of the command.

    But if i want it to fire not only after "On Space pressed"? Let's say i have multiple events with Get Item?

  • Hey people, about the issue with clearing webstorage on low space, there's a new Local Storage plugin in r202. Can anyone with low space on ios device try it?

  • On the Crosswalk 7 front, the Crosswalk team has updated the Chromium base to include the Open SSL fix. The only problem is that the Chromium team did not rev the Open SSL version identifier, so it will still report 1.0.1e instead of 1.0.1h - https://github.com/crosswalk-project/cr ... rosswalk-7

    I hope to have news about all of them next week.

    Wow, that's great, really hope that this will be fixed.

  • I've done more shells-testing with Galaxy Note 10.1 1st gen, i can confirm that canvas2d is working little better than webgl, and i can confirm that cw7 is the fastest and smoothest, cw7 - stable smooth 48fps, cw10 - unplayable 30-40fps, cw11 - laggy, but playable 30-40fps, cw12 - less laggy 35-40 fps. Now i'll try shells without gpu blacklisting.

  • I've got around ~40fps with all CW shells on my galaxy s3 with my game, but with cw10 it feels like 15fps, the game is unplayable with it, cw7 is smooth like butter, cw11 is smooth too and cw12 is a little smoother than cw11. With cw7 or 11 or 12 i feel that it is really 40 fps without lags and almost without "garbageous experience" (aka jank). I'm not sure, but i guess i can have a more precise results if shells will run on fullscreen, maybe i'm wrong.

  • Ashley

    Not to mention it'd be awesome having an action to delete save slots.

    Right now we only have "Save" "Load" On Saved" "On Loaded" "On Load Failed.".

    Yeah, and check if save exist would be nice too. I asked about this features recently - here.

  • Starred.

  • oh sorry i think we misunderstand each other

    i was just curious how you did see that he used highquality

    Haha, no, i just thought it is set to high quality, but it's not.

    BTW i tested some of my projects on samsung gpu-blacklisted devices.

    Samsung galaxy s3 - CW7 - 58fps, CW10 - 34fps

    Samsung galaxy note 2 - CW7 - 60fps, CW10 - 40fps

    Samsung galaxy note 10.1 - CW7 - 55fps, CW10 - 30fps

    I'm not sure that slowdown is caused by blacklisting, because i don't have non blacklisted low or mid-end devices to test. On my galaxy s4 and nexus 5 i see only a little fps damage between cw7 and cw10. 60fps with cw7 and 55-60fps with cw10.

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  • ah ok, so you just guessed thats in high quality or can you see it somewhere?

    You can set it in project properties, it is high quality by default, or you can set it in runtime with system action "Set fullscreen quality".

  • thanks but i meant how do you see on the tablet in which resolution the game runs?

    With high quality the game runs in full resolution of the screen, full resolution of note 10.1 (2014) is 2560x1600.

  • Egyptoon wow, that's strange, my bad then.

    could you please explain how i can see this?

    Well, you can control the fullscreen scaling, heres the manual

    [quote:1mb9lvu6]Fullscreen scaling

    Only has an effect when a fullscreen mode is in use (whenFullscreen in browser is not Off). High quality mode renders at the full resolution of the screen. Low quality mode first renders at the project Window Size, and then simply stretches the result to fill the screen. Low quality mode often improves performance on low-end systems and is often suitable for retro-style pixellated games with Point sampling. However text, downscaled sprites and WebGL shaders appear with better quality and detail in high quality mode.

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Sisyphus

Member since 16 Jan, 2014

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