Arima's Forum Posts

  • Thanks for the compliments!

    - yeah, I'm targeting 1080p with the characters somewhere around 256 pixels tall for the most part. I debated going higher res, as these games will take long enough to make that 4k will probably be as ubiquitous for monitors as 1080p is now by the time all 3 games are released (with loot pursuit I didn't think ahead and monitor res and aspect ratio increased), but I thought about it and decided 1080p will still look fine even on 4k screens, as well as I don't want preview times to take too long loading huge graphics. What's more, the character art is all vectors, so I can upres it later if need be without redoing them.

  • This is an English speaking forum. Please stick to English or provide a translation in your post.

    It's older than C2, not sure about construct classic.

  • Hmm... I wonder if this means you have to use emscripten or asm.js or if normal JavaScript can get the boost too. It's looking like the answer is no, though. If that's the case, it would be one more reason to eventually rewrite C2's engine in asm.js, if Ashley is up for that idea.

  • That's pretty cool. I guess we just have to wait for it to be integrated into chromium/Firefox. I wonder if it speeds up asm.js at all.

  • You're masking 100 layers? That's definitely gonna slam the GPU if I'm understanding what you're saying correctly.

    I'm also not convinced that what I suggested wouldn't work for you, but I can't really tell without looking at what you're trying to accomplish. Perhaps you could post a youtube video of a game with a similar effect?

  • > you might be able to improve things by putting each laser type on its own layer so the graphics card doesn't have to switch textures as often

    >

    The last thing he needs, imho, is more layers.

    Perhaps you missed where I said:

    You could also put parallax items on the same layer and use the bullet behavior to make them move at different speeds to emulate having tons of layers with parallax instead.

    If he did both, the total layer count would go down.

  • There's numerous reasons you might be getting bad performance, if you post a capx and your system specs, we could help you better.

    If, from the games you mentioned, you're trying to make a side scrolling shooter, you could be running too many collision checks, you might be able to improve things by putting each laser type on its own layer so the graphics card doesn't have to switch textures as often, you might be getting tons of overdraw and hitting the fill rate limits of your graphics card, you might be getting software rendering (you can try updating your graphics card drivers and running the direct x updater. If you're on XP or vista you're getting software rendering in chrome and node webkit regardless, Ashley's looking into ways to fix that)...

    You could also put parallax items on the same layer and use the bullet behavior to make them move at different speeds to emulate having tons of layers with parallax instead.

    You should probably ask for help and post a .capx before you get so upset! Maybe we can help!

  • ARGH, I KNEW it was something stupid

    Thanks!

  • I dunno why, but I can't seem to successfully load a file from disk with node webkit.

    Saving works fine - I can open the file in notepad and see the data there - but loading it in node webkit just results in a blank dictionary object.

    Any thoughts?

  • Please don't open multiple threads for the same question, and since this is an English speaking forum, please stick to english or provide a translation in your post.

  • Correct, there's an HTML 5 version (I don't think the original is HTML 5) but it was not made with C2.

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  • No need to phrase things in such an insulting manner. Even rovio had made tons of less successful games before making angry birds. The same thing happened with the developer of flappy bird. What makes a game a hit isn't just the 'quality' of the developer, and you can't judge entirely based upon such things.

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