saiyadjin's Forum Posts

  • i think that the problem is both ways - in c2 developers and exporter developers (crosswalk/cocoonJS or whoever).

    as goes for c2 devs - we work in an environment that has only events and no real programming, which on export creates two JS files and a bunch of XML from which we can't tell much if things go "as planned", therefore we must focus on massively optimizing the game in our event sheets, setting each sprites/elements/items properties correctly, makin' the game work flawlessly. also there's a lot of code that could be probably better optimized, but it's out of our scope since our env. doesnt' allow us to do so.

    on the other hand - we have c2 / crosswalk /etc developers who work pretty hard on fixing bugs and stuff, delivering us new features and performance optimization, but in all their tries there always ends up some code that could be optimized better, fixed, and more, which leaves us hanging around not being able to do so ourselves (if you are in programming lands like me)

    the point is - if scirra would waste a year for their nonbrowserwrapper just to bring us better performance, better, well everything i think it would be worth it and they could develop a standard in between all of these other wrappers. even at the cost of employin' a few new devs to help with that. gles.js just shows us that it could be done, pretty quickly and nicely. including other features is just "useless" - you need networking - audio - graphics and maybe physics as separate thing - and you got everything you need for your 2D game.

  • almost done with the only level there ever will be (for now)....

    you will need pretty good PC to play this because of loads of particles, even my 980M gets cramped sometimes.

  • i was wondering if anyone tried this - http://tmtg.net/glesjs/

    it's almost a native webGL renderer for mobile phones, someone might take it over and develop, because it has like 90% less overhead opposed to chromium based crosswalk and supports a couple of features, but also gives massive performance.

    Ashley - what do you think about this one?

  • tried linear sampling?

  • for every x seconds

    - repeat random (y times)

    - spawn (create) object (or family of objects - will pick randomly from family) at layer nameOfLayer, x (random 0, layout.width), y (random 0,layout.height)

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  • sorry for late calling, was busy with job and had some pc trouble with SQL mang. studio and visual studio, had to reinstall pc and stuff.

    anyway development is going nicely - loging in and registering is working nicely, now i'm going to hit the big parts - adding mods, removing and download/installing.

    also i will include a parser that will parse through your files and fill relevant data. soon more to come, hopefully i will have working examples in a couple of days (week or two).

  • nice explanation from ashley as always.

    also i remembered when ashley mentioned task manager, you could use process explorer - upgraded version of task manager (can even replace it) - from microsoft, free and can give you insight into every process by double clicking, you can see strings, items, and more what's inside, that might be helpfull.

    here's the link - https://technet.microsoft.com/en-us/sys ... 96653.aspx

  • you shouldn't really bother with music and sounds quality and should reduce it maximally. why? i have a very good sound system and in windows i have set all speakers down to 16bit / 44,1KHz and i hear no difference with higher settings. Yes people who have superb hearing maybe hear a bit of difference, but it's nothing really that will annoy people. Also i'm not sure, but i think some version of NodeWebkit (maybe even the latest) had some memory leaks with audio.

  • interedasting.

    here's what i noticed first - you mentioned that it's all a big image of 100mb. okay. so i presume that layout has that one big image + a lot of other content.

    problem could be that your whole layout is loaded, assets are loading in memory more and more, but noone of those which are not shown on screen are not removed from memory.

    also, try updating your node webkit and construct. also try setting behaviours "destroy outside layout" for all the sprites / stuff, even when changing layouts the last layout stays loaded as it was.

    also have you changed downscaling to medium (high is no more different then medium but uses almost double memory). also check the tips here (i know you said you did, but double check for any case - https://www.scirra.com/manual/134/performance-tips and https://www.scirra.com/manual/183/memory-usage)

    another problem could be music / sounds that are wrongly set. they could load infinitely times into memory if not used correctly - therefore higher usage.

    i don't know what else i could give you, but i hope you find your problem and share it with the world! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • it's not that, even most of the requests that are the same, coming in from lots of different people are ignored.

    also if you checked what new construct will bring - nothing. c2 compatibility - boo hoo. languages - noone cares. linux support - ok that is something but linux is like 5% users - therefore useless. editor plugin sdk... :sniff: makes me wanna cry.

    and then.. "watch this space.. we haven't revealed anything yet" - because they don't have anything to reveal.

  • didn't like - the level up stuff - once you get your first pokemon lvl 80+ you can solo anyone with it.

    - annoying grindfest

    - no story / boring going from one place to other farming badges - wtf (yes i know that's the pokemon thing to do, but no)

    - annoying enemy encounters (every guy attacks you - give me a break while i get somewhere -.- )

    - music (just music, sounds were ok)

    - midgame healing (i'm ok if pokemon has ability to heal itself, but not with taking out some other pokemon and healing your lvl 80+ to full hp then returning it to field.. no.)

    liked - evolutions

    - searching for pokemons

    - sounds and fights

    - gb "graphics" - more like systems that were fun but some of them had no meaning - hiding in grass / cutting trees / jumping over walls etc..

  • it's sad because scirra won't probably really really give themself into our wishes, and they will do as they please.

  • how about this: (kamikaze enemies move towards you, that's a instance variable) and other move toward where they were randomly assigned.

    if your obstacles are static you can remove regenerate obstacle map. also make sure your item that you follow isn't a obstacle.

  • added messagebox form and upload form, also tweaked a bit old form.

    now i'm hitting functionality - ideas are welcome ofc! i know gui doesn't look as much, but it will be updated later, i just wanna get it functional now, i've got some

    forms ready for testing.

  • use program - araxis merge - merge all same files with it, and then copy the rest (usually just images)