You are quite right... The stack I sent does not run..
![Sad :-(](./images/smilies/icon_sad.gif)
![Smile :-)](./images/smilies/icon_smile.gif)
El Capitan 10.11.1, liveCode 8(dp11) community
I have attached the stack..
Moderators: FourthWorld, heatherlaine, Klaus, kevinmiller, robinmiller
If you wish !... I will try and find some time and look at the scripts, to see if it can be improved...Shall I host the standalone of you stack with my collection?
dixie wrote:If you try it... 'click' on the logo in the bottom left of the stack to start a new game.
Argh. So, this is the fundamental trade-off. The changes made in 8.0.0-dp-11 in order to enable "wait" to work were to make much more of the engine be run using a special JavaScript-like byte code that, unlike "proper" JavaScript, can be paused and resumed. Unfortunately, this byte code is also much slower to run. So, "wait" works now, but the engine is slower.[-hh] wrote:Now all my dp-9 examples run also in community-dp-11. I will update soon all that don't "slow down".
"Slow down" is an issue that arose with 'animating' in dp-11, the amount is at about the same as the speed amount lost from LC 6 to LC 7:
In HTML5 standalones the animation by 'move' isn't smooth any more, changed to kind of "stuttering", looks like screen update frequency is changed to 10-15% of the previous. [Edit: Reported for that (QC #16619)].
A good example for that is the HTML5 demo of the game "Link 4" (by 'Dixie', animation is 'soft-smooth' in the IDE), see here. He uses to 'set the movespeed', followed by a plain 'move' and closing with some 'wait' interval. I use always 'move <in time>'.
The Indy and Business updates will be in LiveCode 8.0.0-dp-12, which I think is expected to be built today.[-hh] wrote:p.s. Will you update the Indy version of 8.0.0-dp11?
I'm pretty sure I didn't promise that?![-hh] wrote:We were promised, that at latest the golden-master-version 8.0.0-gm is fast enough to blow up our kilts (the ones we bought in Edinburgh).