matrixreal's Recent Forum Activity

  • Closing as Ejecta is no longer officially supported. We recommend using Cordova instead.

    yes its ok

    but can you revise the audio plugin

    it seem that the double playing / loading bug is from the audio plugin

  • i just replace all my play sound "" with javascript call and i see some good performance on simulator and real device

    cpu usage drop from 45 to 37%

    memory use from 37mb to 12mb

    i suggest to ashley to improve and revise the audio plugin because the double playing / loading sound affect some performance

  • matrixreal

    to save into LocalStorage use action >>> LocalStorage Set item "yourname" to Array.AsJSON

    to load from it:

    - on start of layout >>> LocalStorage check item "yourname" exist (***important to check storage first)

    - LocalStorage On item "yourname" exist >>> Array load from Json string LocalStorage.ItemValue

    thanks a lot thats perfect i don't see any huge difference bt if ashley say that is better than webstorage so i will use localsorage

    and you know the difference between synchronised and asynchronised save ?

  • if we use

    on start of layout > execute javascript "var audio = new Audio('tap.m4a');"

    execute javascript "audio.play();"

    it plays one time

    then iam sure that is audio plugin problem

    and it play all the sound twice at the same time

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  • Problem Description

    when using audio plugin on all platform (ejecta,cocoonjs, phonegab etc...)

    when set action to play audio it play it twice (double)

    Attach a Capx

    NEW PROJECT > ADD AUDIO PLUGIN

    on start of layout > play audio "tap.ogg" or "tap.m4a" (tap.ogg for example)

    Steps to Reproduce Bug

      NEW PROJECT > ADD AUDIO PLUGIN on start of layout > play audio "example.ogg"

    Observed Result

    Operating System and Service Pack

    WINDOWS 7 SP1 - OSX YOSEMITE 10.10 VMWARE

    Construct 2 Version ID

    203

    the prouf

    if we create new project without any actions and or audio plugin

    and export to ios (ejecta, cocconjs, phonegab etc ...) and add the following javascript call into index.js to play audio (just for test)

    var audio = new Audio('media/tap.m4a');

    audio.play();

    it plays one time whereas it plays twice with audio plugin

  • what are local storage actions instead of webstorage ?? (replacement ) for the

    if Local Key "......" exists >>>>> set variable to webstorage.LocalValue('......')

    and

    set LocalKey ".........." to variable????

    thanks ?

  • Ashley the data I store in WebStorage if only from arrays, so I'm thinking of a way to migrate.

    When the game start load array data from webstorage and then destroy localkey and save data to Local Storage.

    Next time when game start again - if localkey does not exist look and load data from Local Storage.

    That this sounds about right?

    great idea

  • are you using physics or no ?

  • any help please ?

  • > Yeah, accidentally used a new JS feature which Chrome supports but Firefox doesn't yet. It's already fixed for the next beta.

    >

    It is really depressing to hear this, Firefox was once the big game of the town.

    And now, Firefox doesn't play many of the webGL features and now this...

    If it is not for Firefox's ability to download videos, I would have stop using firefox completely by now.

    what is local storage actions instead of webstorage ?? (replacement ) for the

    if Local Key "......" exists >>>>> set variable to webstorage.LocalValue('......')

    and

    set LocalKey ".........." to variable

    thanks ?

  • Ashley

    i think its construct 2 problem because with other engine it work with only one load not double

    maybe problem is with audio plugin?

  • can i use local storage for saving highscore ?

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matrixreal

Member since 2 Mar, 2014

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