KrystalOS 2 (Suggestions)
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@iTap-Development Alright, thank you. I’ll wait for the update before implementing any scrolling.
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Here is a little preview of the locksceeen, setup and home screen.
Sorry for the horrible video quality.
After this recording I fixed the new app background alignment to be correct and working time and date on the lock screen and fixed a possible slight delay/freeze that would occur when an apps jiggle is turned off (and rotated back to 0) -
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Added hold down press on app to reveal two icons which can be tapped to delete or move around apps (yes, fully working)
And invalid array detection tooTo finish moving apps, tap the check mark in the top right corner
(And as well as the fixes I put after the previous video)Guess I’m off to bed at 1:30 am with exams tomorrow cya
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Currently working on a folder system, which is something I wanted to add in the 1st KrystalOS, however the broadcast behaviours at that time were too underpowered.
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Due to the new and optimised system, when the homescreen needs to refresh all app stuff, it can directly ask the “appSpawner” to reload the apps rather than reloading the whole home screen scene.
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@Kamdroid I didn’t get the scrolling finished yesterday, but it should be a lot better when I’m done! It may take a few days.
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@iTap-Development Okay, thank you. Just let me know when you’re done, I will definitely credit you.
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@Kamdroid ok!
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@Kamdroid I've found at least one (possibly two) of the major sources of the slowdowns and weird bugs in hyperPad, and its memory leakage, which causes much worse shit eventually...
This is the same reason your little jump game, once it starts stuttering, continues to do so.
It's the same pair of reasons that the editor heats up your iPad and flattens its battery, hard.. to... and it's getting worse for me now because I'm starting to use more content and make much heavier demands of the editor and game running. So I did a bit of poking around with the profiler and watched this app leak memory.
It takes a long time using the app, though, consistently, to see this one get really bad on the 4GB of an iPad Pro, but eventually this what caused the nightmare with the arrays I had that got everyone out of shape. I knew, at the time, that this was a systemic indicator of a much bigger bug, one that I am quite sure @hamed MUST know about, since he's surely profiled his own app and found the problem, been unable to fix it, and used a "crash on reboot" to cause a flushing of that memory to initiate for a while... before it goes nuts again.
When you have a project with a lot of big graphics, you get to see and feel this earlier and harder than others. Which is why I have noticed it more than most others, I'm using a lot of big textures.
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@Deeeds I reckon it might be a bug with this new release of HyperPad, or something with iOS 11, but I can’t say for sure, since no one else said anything about stutter yet.
The game is very simple and isn’t doing any complex stuff, it just spawns stuff every few seconds and that moves to the left until it’s off screen then destroys itself
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Got the folder system finished, wow, thought I wouldn’t be able to.
Some stuff still needs to be cleaned up but it’s all working.Drag and drop an app on a folder to put it in the folder, tap the folder to open it, and you can also still move around folders etc as it still derived from the app core object.
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@Kamdroid WOW.
The manner in which you know the capabilities and methodologies of hyperPad must be quite thorough for you to conceive of and then build something like this. It's incredible.
I am abusing a "low code" policy and physics to do just about everything, and adapt my game design to the limitations I find in hyperPad, mostly.
So to see something like this, a huge initiative with determination, it's incredible.
WELL DONE!
btw, I've been meaning to say this: Well done on all the little animations and use of transitions and fades to foretell and ease in and out the movements. Great consideration of the user experience and guidance of their focus. It was very noticeable on the little jump game where you had a first title screen that was basic, but clean and enjoyably animated, and every little movement in this Krystal OS. VERY GOOD!
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@Kamdroid I've just requested an Xcode project for a demo scene I made, so I could look at the cocos2D code.
It is as I suspected. They rely way to heavily on CADisplayLink, which is an unreliable mechanism, and upon which the reliance causes known bugs in cocos2D. One of those is memory leakage, another is the dropped frames (the stuttering) and a third is a generally diminishing responsiveness and performance that's only possible to 'fix' by closing the app or initiating an iOS system call that "backgrounds" the app. That's an up-swipe, down-swipe, app-switch swipe, pinch with four/five fingers or double tap the home button.
Do you have a Dev Account and Xcode? I can show you how to manually fix this and gain significant improvements in the consistency of performance in your games, and stop memory leaks.
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@Deeeds I don’t have one yet. I’d probably only get one when I’m full blown creating apps/games for the App Store.
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@Kamdroid Ok.
Are you at all familiar with Objective-C, Swift and/or any Apple Frameworks/SDKs?
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@Deeeds Not at all, I personally prefer C#, like Xamarin
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@Kamdroid Oh... Java's slightly more legitimate younger brother.
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@Deeeds I know, but I don't like Java. And Xamarin is pretty good, and it also supports cross platform apps
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@Kamdroid I think Xamarin is one of the most impressive software endeavours I've seen in a long while. The incorporation of frameworks, natively, is incredible.
The odd thing, this (worthy) project nearly starved to death not so long ago. Now it's THRIVING.