Ejecta Turbo Issue

Bugs will be moved here once resolved.

Post » Thu Apr 03, 2014 9:11 am

Problem Description
Game runs unusually fast after minimize the game (pressed iPhone's home button) and come back to the game result in turbo speed. Monitor with xcode's debug, shows CPU usage go up, and FPS drops every time re-enter the game.

Attach a Capx
ejecta_turbo.capx uploaded!

Description of Capx
1 Object with sine behavior, and text showing timescale.

Steps to Reproduce Bug
  • Step 1. Create any game, in this case an object with sine and text object.
  • Step 2. Export with official Ejecta exporter, NO minify.
  • Step 3. Download and extract latest ejecta from https://github.com/phoboslab/ejecta
  • Step 4. Rename exported folder to App, copy to ejecta folder.
  • Step 5. Open xcode file, change bundle ID & team, run test on iPhone 5(also tested on iPad 3 same problem).
  • Step 6. Press home button.
  • Step 7. Press ejecta icon(back to game)
  • Step 8. See the turbo or jumpy performance. (this is a very simple project so it might not be noticeable, repeat step 6 & 7 a few times to see the issue, or monitor CPU & FPS from xcode's debug)

Observed Result
Uses more CPU and game runs faster than it should after minimize the game and come back. On iPad3 it went from 60fps(first launch normal speed), to 25fps(after minimize and reenter game 5~7 times)

Expected Result
Game performance unchanged after minimize and come back.

Affected Browsers
  • Chrome: (-)
  • FireFox: (-)
  • Internet Explorer: (-)

Operating System and Service Pack
Win7 64bit latest / OSX latest + latest xcode

Construct 2 Version ID
R165
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Post » Thu Apr 03, 2014 5:55 pm

Ejecta just merged a patch I submitted which I think will fix this. Can you try re-downloading Ejecta and see if it's fixed?
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Post » Fri Apr 04, 2014 10:21 am

@Ashley yes!!!!!! both the turbo and accelerometer issue fixed and its running much faster(performance wise) than cocoonjs, you should suggest those who complaint mobile performance to try ejecta, its a big improvement over cocoonjs, thank you so much!

however i notice some more bugs, audio pause is not working, and audio play rate also not working on ejecta. do i need to file another bug report? its quite simple

and on a side note, not relate to ejecta but its the exact same turbo issue now happening with the just released cocoonjs v2, i think you know what exactly the problem is, maybe you can pin out the problem to ludei? :/
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Post » Fri Apr 04, 2014 10:54 am

@hollowthreat - yeah, submit another bug report for pausing, but I think playbackrate isn't implemented and will be difficult to add since it involves a fairly sophisticated bit of signal processing. If the old CocoonJS didn't have the bug it must be Ludei's fault, so report it to them (or just use Ejecta).
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Post » Fri Apr 04, 2014 11:16 am

@Ashley ok i'll submit another one tomorrow. as of cocoonjs bug, yes they don't have that issue on old version, i'll try report to them, not sure how to reach them properly, asked 2 question months ago, no reply at all :/

i'm seriously considering using ejecta with my new game, just need to sort out iAd, and a social sharing problem. are you able to look into this, https://www.scirra.com/tutorials/914/fa ... r-cocoonjs
its not working on ejecta, it wouldn't open the browser, this will be a very useful solution for social sharing feature for ios games.
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Post » Fri Apr 04, 2014 11:31 am

@hollowthreat - the Browser object's 'Open URL' action should work in Ejecta. Does it work at all, or just not for a particular link you've tried?
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Post » Fri Apr 04, 2014 12:49 pm

@Ashley Open URL does work in ejecta, only particular link(contains space in URL, for sharing dialog), any link with space it won't respond and open, the work around from that tutorial is to use encodeURL which works on cocoonjs, but not ejecta. any possible solution? sharing score to facebook & twitter is essential for infinite game, thanks for look into this!
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Post » Fri Apr 04, 2014 5:01 pm

WOrks great now with Ejecta. Only one sound sfx does not play as should. volume is set at 0db so dont know whats the problem. Rest works
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Post » Fri Apr 04, 2014 5:36 pm

Might be an option to use a ejectas extension for this.
You can bind js code to native functions ;)
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Post » Fri Apr 04, 2014 11:24 pm

@hollowthreat - how about using the URLEncode system expression in Construct 2 itself?
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