AnD4D's Forum Posts

  • Trying to follow the instructions for this is crazy. It's like i'm working backwards. First I edit my html, then I install GITHub, then I install Game Closure...

    I hope they do make a plugin, as their tutorials are for people who appear to have some kind of knowledge of programming or web editing.

    5) replacing everything in resources/media/ with the audio assets from your game

    update the AudioManager in Application.js accordingly

    First part - Check

    Second part... care to share how?

    To download the Game Closure DevKit, issue the following commands at the terminal:

    What on earth is the terminal? Where do I find the terminal?!?!?!

    Sorry, just venting... and giving up. Back to slow Cocoon I go with slumped shoulders and a heavy heart.

    Wouldn't be such a problem had my game not been finished for almost 2 weeks now!

  • How does this differ to the MMF2 sprite font? I never had any issues with that... but I guess it was harder to change fonts? I can't really remember.

    I know I tend not to use the C2 sprite font for words (numbers are fine). I do wish it was a little more automated. As though it calculated the character width itself and based the spacing that way, instead of me having to tweak things frequently, making sure that the gaps surrounding M's and W's are different to I's and l's.

  • Maybe it's just that my game isn't set up for DT correctly. I've gone through, and there are a few things which I've skipped over because I felt they weren't needed... it's just the timer and the frame rate independent physics that don't seem to match.

  • jayderyu

    Seems like quite a frustrating work around using canvas :( It's possible that it's not a simple change to make for Ashley. I'm sure if it was, judging by how many people are requesting it, and how regularly it's come up, it would have been added by now.

    My game could really do with it. A physics object is spawned, and the game just slows down just enough that things go from silky smooth to slightly jerky.

  • In the cocoon Plugin, change the physics from accelerated to standard.

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  • I still can't seem to get my head around dt. I have a physics object that is set to frame rate independent and a timer that adds up in real time milliseconds.

    Play it on my pc = fine

    Play it on my mobile device, and the time counts as normal in real time, but my physics object moves slowly.

    I also notice slowdown when additional sprites overwhelm. The drop from 60 to 30 can be disorienting. If I felt my game worked fine at 30fps, I'd like to limit it.

    A game recently came out on pc. Naruto full burst. It's fixed at 30 fps, and some people aren't happy, but I think it runs great. Sure it may run better at 60, but I don't need any faster.

    I feel my mobile game would benefit greatly from a locked 30fps, but Ashley is the genius here, not me.

  • I want this. Fixed at 30fps, rather than a subtle change in frame rate every now and then.

  • Really looking forward to this working.

    I recently sent them my whole project to see if it would help them out. My games ready for release, but at the moment it's only really for Tizen, and sadly I can't test that out.

    I could release it on pc, as it works great, but thought touch would be best.

  • lucid

    Strange, brashmonkey.com/download.htm takes me to a dead end...

    "The requested URL /brashmonkey/download.htm was not found on this server."

    The download on your main site works, but I believe that's an older version.

  • lucid

    Trying to download the b5 update. Is your site OK? I also tried to sign up to your forums, and I'm yet to receive an email.

  • Lol, I had a game in progress called "Must Survive"... d'oh!

  • I think my problems might be solved if I could just get the accelerated physics to work. Each time I try, the menu runs fine, but as soon as I load a level with physics my game sort of hangs. I check the errors in the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'requestAnimationFrame'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    I waited a short while, typing the message on my keyboard, and suddenly the music started. I looked back at the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'onactivated'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    Are these issues with my code, Construct 2, or CocoonJS?

  • Does your physics object have animation? That could be it. On my game, my physics object had some animation for a bit, and the game slowed until it ended. I got passed this by pinning a second animated sprite on a physics non-animated invisible sprite.

  • volkiller730

    Yeah, this is much faster now. The only thing that's odd now, is that I have a timer that is counting down, and physics that runs at framerate independence. When the game does lag, the physics slows down, but the timer just continues as normal.

    Strange... Not sure how to fix that one.

  • Thanks Ashley,

    Slightly worried again now. I haven't made any significant changes to my code. When I'm not using physics, I'm getting 60fps, but as soon as a level with physics is introduced, fps just drops down to 15. It's unusual to think that it was fine a few versions back, and as far as I know, Cocoon hadn't changed during that time.

    I'm afraid I'm not very interested in contacting Ludei. Unlike you, they take a very long time to respond to questions, and when they do it's usually "Works fine for us".

    I note that you're interested in doing your own Chrome based wrapper. Is there anyway we can help toward that, even help fund that? For example, if you were to start a Kickstarter or even an inhouse donation system, I'd happily throw some money into a pot, and I'm sure some others would too.

    Unfortunately, I'm currently not too willing to upgrade to a business license until we have a decent mobile exporter, but I would be willing to buy or pre-order an exporter.