Colludium's Forum Posts

  • Ashley, Canary I tested last night as well - it was no different to the current release (perhaps slightly worse, but it's Canary...). Those 25ms vsync his all happened in the first 20 sec of running the test as well.

  • LOL - it's my old brain failing to retain information...

  • Thanks spongehammer - I appreciate that. Cheers!

  • No discernible improvement, according to my test capx. Here's a screen shot result from Chrome . As you can see, over a 120 sec period, there were a few hits of vsync values up to nearly 25 ms... Chrome v38 was arguably better....

    Latest stable Version 40.0.2214.91 m:

    [attachment=1:b4knyzzf][/attachment:b4knyzzf]

    A screen shot from version 38:

    [attachment=0:b4knyzzf][/attachment:b4knyzzf]

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  • mattb, yes indeed - some careful blending is going on there. Ideally I would have also added a horiz/vert blur to that layer as well, but the overhead was too much - with it you could discern some input lag in the game, so I had to take it out. Not to worry, I think it's good enough...

    Some good ideas for physics fun there - thanks! There are some trampolines already, but I hadn't considered having the user draw them. Mmmm - I'll have to think about how to weave that into the engine. Cheers!

  • Ashley - thanks for the update, I completely understand your reasons for not rushing into such a project.

    Just for your info, the throttle testing capx I used before and referenced above can be found in this thread. It throttles to approx 50 fps and, across a variety of platforms, I can see no difference in performance between asm.js and box 2d (bouncing balls on screen). It may be that asm.js performs better under stress, but the two have similar limits when used in what I would describe as a more representative project where the intent is to avoid max-ing out the engine.

  • Woop woop! I have started designing chapter 4 (music's already done).... See if you can figure out what on earth is going on LOL!

  • Ruskul - my answer above is out of sync! To your other points - indeed! The only consolation is scirra's box 2d is better than GameDevelop's... I'm kind of hoping that Ashley is feeling generous this year and pays some attention to making this a rather more powerful feature .

  • Hey, it's looking good. I like the 2.5d effect and hear you on not knowing what graphics to put in the space between the rooms. I think the spriter animation is working very well for you - although the drinking straw lost me . I think the collision poly on the glass jars should be narrower so the player can't walk in open air, and the camera lerp to a point in front of the player was hard on my brain when changing direction (I have not found a good way to achieve what you're trying to do there, either...). It's good to get some graphics and music in there - looking forward to the demo!

  • That's even worse - it's like a game show - "look at what you could have won...."!! Seriously, though, I can only imagine that we are waiting for either a) a new physics engine to be implemented (very unlikely) or b) trying to avoid confliction with cocoonjs (which is deprecated - so let's bin cocoonjs physics: I bet no one uses it anyway given the poor performance you get on mobile). If Ashley could implement a full set of box 2d features then the c2 engine will be almost complete....

  • I have since set up tests as well and can't tell a difference between the two. I did it because the regular version is easier to add to the behavior because you can read it at the time of editing.

    If there is a dichotomy between full feature set and slightly higher performance... Then I would choose features in a heartbeat. A careful developer can easily work within the constraints of performance considerations....

    At least it's not just me who finds this frustrating! I totally agree with what you wrote - we're always hearing how technology will speed up javascript in browsers, so I have no fears about how box 2d will perform in the future.

    Your collision surface normal work-around sounds a bit like some of the patches I had to invent for my sketch book game (that I'm just finishing). Some of the logic is pretty ugly, but it seems odd that a full set of box 2d features are not available when these already exist within box 2d and probably reside within the code that c2 exports.

    I've also noticed that we've not had any major new features added for a while - I'm keeping my fingers crossed that what we have isn't considered good enough...

  • I would also appreciate info if a box 2d improvement is planned. I recently tested and compared the physics options, using the capx I posted in another thread about physics, and I've summarized the results below to highlight that asm.js offers no performance improvement, in spite of what it says on the tin...

    On my Nexus + chrome:

    box 2d = 190 sprites, asm.js = 190 sprites

    On my laptop + chrome:

    box 2d = 950 sprites, asm.js = 950 sprites

  • Hi - I think I've almost done it!! Well, 36 levels of 'it' at any rate.

    I've given the alpha version a good work out and now need the help of a few good souls to do some beta testing for me. PM me if you're interested - I'll give you a link to a full version of the game (which I might update as we go....). For your pains I'll give you a final copy (either by PM or, if I can figure how to do it, by Desura redeemable keys) - if you think it's worth it. I hope you do....!

    Thanks!!

    Edit to add: I've had some generous offers of help and think I have more than enough to be getting on with. Thanks!!

  • So.... The game now has a total of 36 levels, which I think is enough to let me change focus to tidying everything up as if this will be the final product; if I can think of an original theme for another chapter or two (12 more levels each) then I'll put them together before release or, more likely, as an update. Just depends on how many neurons I have left.

    Other firsts for me: I've registered myself as a developer both with Indie DB and Desura; I now feel grown up and responsible, even though I've been a grown up for many decades... LOL. An abbreviated trial version (probably web based) will be available at launch, while the full version will be packaged using NW.js 10.5.

    There's still some work that needs doing - music, sound effects and then some proper testing on different hardware just to make sure I haven't missed something obvious.

    I will let you know when beta testing will begin - maybe in a week or so. I think I'll make the beta available to up to half a dozen kind souls - drop me a PM if you're interested - I would really appreciate it!!

    Here's the game icon and another screen capture.

  • codah - aha! Every day continues to be a school-day, it seems.