Arima's Forum Posts

  • This should be supported in the next beta release.

    WHOO HOOOOO

    Definitely my most desired feature! :D

  • Thanks for pointing this out. However, while I get you simply wanted to test if it was working or not, do not edit people's comments to change what they are saying. If you wanted to test it you could have added something else like a punctuation mark on a new line. What comment did you edit so I can change it back?

  • I'm not sure why you think that performance on an ipad 3 in retina mode is that bad. On my sprite test, someone with an ipad 2 said they got about 450 sprites at 60 fps, from 350 on an ipad 3. That's a noticeable difference, but far from bad performance in comparison. My ipad 3 is easily powerful enough for the Zelda-like game I'm making, playing at a smooth 60 fps with dozens of enemies onscreen, and the only reason the fps dips below 60 if I add more is because of the JavaScript, not the rendering, because if I disable the game logic I can have tons more onscreen at 60 fps.

    Might it have to do with the fact that performance when previewing over LAN is somewhere around a third or less of the exported HTML's performance? I only get about 100 sprites in my sprite test when previewing over LAN.

    Regardless, I think I may have actually found a way to fix this, but I need to make sure it works on multiple devices. I started a thread with the test here: edit, test was flawed, had issues making it difficult to get an accurate result

  • Pode - thanks. I'm not sure that's it though as the demo bug page they show works fine on my io6 iPad 3. I also tried adding both pieces of code to the page and neither of them seemed to fix it. I might have done it wrong though, as I don't know how to write HTML or JavaScript well.

    Edit: I should mention this post in another thread where I found the exact pixel height at which the bug occurs, if that might help any: http://www.scirra.com/forum/forum_posts.asp?TID=58532&PID=360878&title=my-game-lags-in-landscape#360878

  • 0plus1

    As I don't have an iphone, I'm curious what the performance difference is. Can you let this test sit for a minute or two and tell me how many sprites you get on an iphone? Don't test it as an app on the home screen though, that causes it to not work, simply please check it in safari: http://www.amirai.net/ipad/r105/

    On the ipad 3 ios6 I get it wavering between about 350-400. On ios 5 it was about 250.

  • I think you can do that sort of thing with BMT micro. I haven't tried it myself, though.

  • Ashley

    Found some new info. I modified the test before, and discovered that the problem happens in fullscreen letterbox landscape mode as well in some scenarios.

    http://www.amirai.net/ipad/r105/ipadfps.zip

    This is the sprite test in full screen letterbox mode with a canvas size of 2048x1345. Works smooth: http://www.amirai.net/ipad/r105/

    Lower the vertical resolution in the properties by 1 pixel to 2048x1344, and the bug happens: http://www.amirai.net/ipad/r105/2/

    Also, if I load those links above to the exported versions, I noticed if I rotate the device before the page has finished loading and the blue bar under the web address disappears, it doesn't resize/adjust the canvas to fit the window. It only readjusts it properly if the device is rotated after it's finished.

  • Yup. Just checked it, happens on preview over LAN and after export on an ipad 3 with iOS 6.

    http://www.amirai.net/ipad/105/

  • I checked and the problem doesn't happen with retina mode disabled, but it's not an issue of the ipad just not being able to handle it because it handles fullscreen retina mode just fine with letterbox mode selected instead.

  • I didn't.

  • Can you post an example of it not working? Try this test, how many objects do you get at 60 fps in portrait mode?

    http://www.amirai.net/ipad/sprites/

  • I'm guessing this is your problem: http://www.scirra.com/forum/my-game-lags-in-landscape_topic58532.html

    It's not actually the retina mode that's the problem, it's something else about some of the display modes when viewed in landscape. I can get 250-350 sprites onscreen at 60 fps on an iPad 3 as long as I'm using full screen letterbox and not full screen crop, or using portrait and crop instead of landscape and crop.

    Try it in portrait or in fullscreen letterbox mode, does that fix it?

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  • This is the same issue that I mentioned here: http://www.scirra.com/forum/major-ipad-performance-problem-using-landscape_topic56928.html

    Here's the .capx I used: http://www.amirai.net/ipad/sprites/ipadfps.zip

    The exported HTML: http://www.amirai.net/ipad/sprites/

    In that thread I mention one of the space blaster demos has that problem as well, but it's only the old space blaster demo, not the new one with sound: construct.net/en

    In my tests, I found that the problem only happens with some display modes, in particular it happens with full screen crop and doesn't happen with full screen letterbox.

    The problem does happen with retina mode.

    I mentioned in that thread about the space blaster performance test's text not updating itself properly - I didn't realize that that was because clear background was set to off.

  • I think Ashley was in part responding to the link I posted to the discussion about haxeNME in another thread.

  • We're discussing another potential option (haxeNME, exports to native PC Mac Linux iOS android flash as well as html5) here: http://www.scirra.com/forum/ejecta-and-construct-2_topic58502_page1.html