Halfgeek's Forum Posts

  • Updated: Video of one of the early Story Missions, with big Fleet Fight.

  • hmin Honestly no idea about the code, because thats just exported from C2. If you load up C2, make a blank layout 720p, add in a 256 x 256 sprite of your choice.. then export it and go through the compile process in XDK or CocoonJS, you get the same result, more blurry after XDK compiled.

  • Looks really fun! And yes the colors are very fallout 1/2 looking, great job.

  • Is there a background process that's using the CPU? If so it could slow down your game periodically. Open task manager and see if there's a momentary spike in CPU usage for the overall system.

  • Certainly another awesome looking game. Up there with Airscape, The Next Penelope and Ubie Land.

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  • Stick with your conviction. For every person offended by the humor, someone else will appreciate it.

    Plus, its bloody gangsters, lets not go full hello kitty mode on political correctness.

    And yes, working on all the UI code is truly the mind killer.

  • I'm on Win7 with the latest Chrome and i see no problems with performance in all of my games.

  • hmin

    This is the example from inside C2. My character sprite is 256 x 256 1:1 ratio. You can see from the prior screenshot, compiled with XDK the character is blurry, as is the SpriteFont. Compiled with CocoonJS (same project properties, on low for fullscreen scaling), its clear & sharp like my preview on Chrome PC.

    As I've said, I think I understand now why its occurring, since CJS will default to Scale Outer when set on Letterbox, whereas XDK actually do the Letterbox scaling when the screen ratio doesn't match the layout ratio (in my case, its 16:9 in C2 being run on a 16:10 device). So there could be differences in the scaling mode used. Otherwise I have no idea whats happening.

  • CocoonJS adds around 8MB to the C2 export, and Crosswalk/XDK adds ~15MB.

    However, with a decompiler, for CocoonJS, you can remove the armeabi library thats not required (it has 2 built in, v7 and default, v7 is faster and now widely supported), you can cut that down to around ~5MB overhead only.

  • I would make a MMO version of my top-down space sandbox for mobiles, for sure.

    Imagine eve-online, but with more easier controls, more fast-paced combat, but retaining the same level of depth and complexity, ie. capturing star systems, building outposts, factories, mining operations, hauling goods and a great player-driven economy.

  • SecondDimension I loved your game, its quite unique and the art is very stylistic but simple, so its visually pleasing. The idea of switching to different animals and such, could be great for a much grander game, something like a survival RPG.

  • Letterbox scaling is not good fro publishing to mobile devices. That is where the scale outer/inner come into play usually to avoid odd scaling issues like the black bars which will keep you from getting published on Android and iOS. They really don't like black bars.

    For CocoonJS? I set it to scale inner and outer for testing but it comes out the same. In C2 its set for full-screen letterbox though. I had read somewhere that CJS needs it to be set as such in C2, is this no longer the case? If I set it Scale Inner in C2 and the scaling works with CJS compile?

    For XDK I've always just leave it on Letterbox and it works on any screen ratio I've tested it on. Maybe the Letterbox scaling causes the image blur??

    Edit: Ah I got that from Ashley's tutorial from 2012: "The letterbox fullscreen modes are not supported. If they are selected, it will fall back to 'Scale outer' mode instead." Thats why CJS has been giving me black bars, since it defaults to Scale Outer, I had forgotten about that issue. Guess Scale Inner in C2 and Scale to Fill in CJS should do the job.

  • Hi, , Thanks for your feedback. I am from Crosswalk team and working on Crosswalk development. I'd like to look into the issue your report. It would be better if you could upload your apk or a simple way to reproduce this issue.

    > IntelRobert

    > In regards to the visual clarity (or lack of), this was raised awhile ago, is there a solution upcoming?

    >

    > I compared the same build and scene with CocoonJS and the latest XDK, there is a large drop in clarity in the XDK compiled game compared to CJS. Performance is very similar between both.

    >

    > These screenshots are captured from my device running the game, LG G-Pad 8 with native 1920 x 1200p resolution.

    >

    I've tested this on lots already, you can reproduce it with just a blank layout (1280 x 720 pixels), one image sprite with some spritefont text, then compile with XDK/Crosswalk and CocoonJS and compare the result.

    At this point I suspect 2 possibilities: 1) Letterbox scaling, because my test device is 1200p and not 720p that my games are made at. I say this because CocoonJS doesn't have proper scaling, it just keeps that aspect ratio and have black/empty bars on bottom and right if the display is not matched. 2) Rendering quality/filtering is low on mobile chromium.

  • Mayfly

    Intel XDK APK is already signed and ready to go, they sign with the key of your XDK account. This obviously conflicts with CocoonJS signing since that is done manually with your own generated key.

    There's no way of doing CocoonJS -> XDK update, you'll have to do a separate app.

  • , I really dig the distortion effects!!! The particles, asteroids and ships are also very nicely done and have a unique style!

    eli0s The shockwave blast is really easy to do. I saw it used in The Last Penelope but at the time, I didn't think mobiles could handle WebGL shaders (since I had bad encounters with several of the effects cutting performance by half!) so didn't look to implement any effects.

    But the other day I was just testing a few effects to get some more info and found that Glass effect is very light, almost no performance loss on mobiles.

    The effect is quite simple. You make a circle sprite, mine is 128 x 128 pixels with any color (white). Add Glass effect. Set the Intensity or Density to >1,000. Then trigger spawning it whenever you need. Also add Fade with the time you want. To make the shockwave expand, just add an event "Sprite is onscreen" -> Set Size (Self.X + 10, Self.Y + 10) and it should expand by 600 pixels per second. To make it vary, you can add an instance variable to the sprite "Grow", then change it on spawn to whatever speed you need "Set Size (Self.X + Self.Grow, Self.Y + Self.Grow)".