PSI's Forum Posts

  • - agreed. I never had this problem either until installing the latest chrome. I have noticed some improvement since installing the latest chrome beta. My old notebook had chrome 37 but before I got a chance to check it out, google auto update replaced it with 38 (even though I had auto update disabled).

  • - so you just put the ttf file right in the files folder?

  • Aphrodite - thanks for all of the info! An interesting thing that I've noticed - the two things that currently greatly boost my game's performance, #1 - turning off WebGL, #2 - cleaning the cached files from Chrome. The next time I play after I clean the cache, it won't have nearly as much lag. Do you know what this means? I sure don't...

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  • lucid - I hate to report but the "set opacity" and "set visibility" actions still aren't working for individual sprites from a spriter entity. Thanks, Morgan.

  • Aphrodite - thanks. I look forward to WebGL being fixed in chrome! Do you know if there are any major browsers (Safari, etc?) that don't use WebGL? I guess that chrome is just running canvas2d better at the moment.

  • Aphrodite shared this on another thread but you can make it so the user can change resolutions by using the "set canvas size" combined with the "set layout scale" action. I think I'll do a short tutorial on how I did it.

  • My game, Psi, only has a measly 797 events so far. That covers most of the basic game engine.

  • Aphrodite - thanks. I will try that. I also agree that easily being able to change those settings would be nice. Ashley - I'd like to send you my capx - maybe you could give me a few pointers.

  • blackhornet - thank you, I was following that thread but hadn't checked in in a while. I'm downloading Canary.

  • I notice lots of people reporting performance issues lately, I have been as well. I'm wondering if something changed (in C2 or chrome) that caused this or am I just late to the party? Also, I notice that when I run the game windowed in a lower resolution that it runs great. Ashley, would it be possible to make it so the player can set resolution if performance is bad on their device or is there already a way to do this that I am missing. Thanks, Morgan.

  • I notice many complaints about lagging lately. I have also recently started experiencing heavy lag in my game. I'm wondering if it's just a coincidence or did some change happen with Chrome or C2 that changed the way webGL is handled or something?

  • When I change the canvas size like that, it cuts off most of my screen and many of my important assets. I want the same screen layout, just perhaps a different scale.

  • My game is high resolution (1600x900), how can I easily make it so that people with less powerful devices can change the settings to something less demanding or is there a way to automatically set it so it does that? Would the answer be in setting downscaling in the layout properties (I currently have it set on medium quality)? Also, is there a way to allow the user to turn webGL off? I find that with Chrome 38, turning webGL off greatly increases performance. One other question - is this performance gain because of a problem with the way Chrome is handling webGL or is it because it disables all effects in the game? Thanks in advance for any and all answers, Morgan.

  • I love this idea. Very rarely would anyone want transitioning audio to just stop abruptly.

  • OK, thanks Ashley - I'm trying to wrap my head around optimization and the most efficient use of events.