Colludium's Recent Forum Activity

  • Ribis - the problem for me with the new plugin was that I could not run any C2 game in preview on my laptop in google chrome after I installed it following Ludei's instructions - it was nothing to do with whether or not the script was minified, unfortunately (unless I've missed another potential fix on reading that thread - I enjoyed the facepalm banter, though!). I've reverted back to the old plugin and everything is stable again...

    I'm pleased and excited that some of the big guns are in on this already (@russpuppy). All hope is not yet lost!

  • Instead of destroying the one off screen and creating a new one, try just moving the off screen one instead. Of course you'll need to keep track of which one is next available for moving but an array should work for that purpose. Could remove the creation delay...

    In fact, that's just inspired me to see if I can do that to my work in progress as well!

  • Blast it. No swift justice here....

  • Just had a thought - if you're using physics, that might be the cause of the problem - box2d physics in HTML5 (in my opinion) is rather slow and clumsy on collisions whith current tech, so any sound delay might be caused by the high workload associated with a collision in physics (if using physics, does the game stutter ever so slightly then as well at that time?). If the physics appears ok but the sound delay is a pain, maybe you could create different non-physics families and test for a collision between them instead for the trigger? I've tried adding invisible collision objects to sprites in the past to pre-warn the event system that a collision is imminent, so sprite/sound creation doesn't get delayed too much by a collision (I gave up because I thought physics was too hesitant anyway). You could also try asm.js physics and plan to export using crosswalk, if that proves to be better in chrome?

    If you're not using a physics then I'm at a loss...

  • Could you try on a different mobile perhaps? Could be your handset... If you don't want to post a capx, could you image an event set where the sound is played - I can't imagine what might be causing it but it's possible there could be a delay caused by the way the sounds are played in the events. With it playing correctly on your computer my suspicions are looking at your phone at the moment...

    Edit - although it's an S4 - so maybe it's something in the events that is causing the sound trigger to delay on mobile only...

  • I have a very old hd3650 512mb graphics card on my laptop. Seemed to run smoothly until there was quite a lot going on, then it became only slightly hesitant (in chrome). Then I turned WebGL off and things were perfect throughout.

    Liked the wall climbing enemies...

  • Ah yes - I see you even mentioned that in your first sentence....!! (edit - or was that the edit?)

    Dumb questions then - I presume that there is no delay when you play in on your computer/laptop and that this delay of up to 1 second only happens in cjs on your mobile? What about if you preview over LAN onto your phone using chrome for android, does that make a difference? The S4 should be able to take it and it could, of course, be a bug in cocoonjs.

  • If you don't mind having a blocky effect (old-shcool style) then you could use an array for this. The array stores the coordinates for each element of the snake - the head writes its coordinates to the front and the other segments of the snake read their positions from it. When the head moves, just push in its new coords so each of the subsequent elements will have their position coords changed to those of its more senior neighbor.

  • Try pre-loading the sounds at the start of the layout. That should help.

  • When you say it doesn't work, what are you expecting to happen? It seems to work ok for me.

  • Are you are using the Touch plugin and, in the properties window in C2, does the plugin have Use Mouse Input set to Yes? That can cause touches to trigger twice, with a slight delay between - this might appear like it's skipping a layout at random intervals. The fix is to set it to No before export.

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  • firebelly - I agree that it's good and bad now that it's been given to give it to the community.

    My fail comment was just because Ludei came out with a big positive blog and fanfare: "Today we’re releasing the new CocoonJS Plugin for Construct 2. WOOHOOO!!" After reading that I imagined that it might in fact work and not cause C2 to crash.... If the headline had read "we didn't really test it and, to be honest, we had better commercially driven things to be getting on with - so, there you go, good riddance to it / what a relief" then my expectations would have been better aligned with reality.

    I do think that this will be good in the long run, though - but only if there's someone in the community who has the time, skill and inclination to get in their and tweak the plugin for the greater good. I would love to give it a go but I am useless at coding...

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Colludium

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