Sisyphus's Forum Posts

  • On the Crosswalk 7 front, the Crosswalk team has updated the Chromium base to include the Open SSL fix. The only problem is that the Chromium team did not rev the Open SSL version identifier, so it will still report 1.0.1e instead of 1.0.1h - https://github.com/crosswalk-project/cr ... rosswalk-7

    I hope to have news about all of them next week.

    Wow, that's great, really hope that this will be fixed.

  • I've done more shells-testing with Galaxy Note 10.1 1st gen, i can confirm that canvas2d is working little better than webgl, and i can confirm that cw7 is the fastest and smoothest, cw7 - stable smooth 48fps, cw10 - unplayable 30-40fps, cw11 - laggy, but playable 30-40fps, cw12 - less laggy 35-40 fps. Now i'll try shells without gpu blacklisting.

  • I've got around ~40fps with all CW shells on my galaxy s3 with my game, but with cw10 it feels like 15fps, the game is unplayable with it, cw7 is smooth like butter, cw11 is smooth too and cw12 is a little smoother than cw11. With cw7 or 11 or 12 i feel that it is really 40 fps without lags and almost without "garbageous experience" (aka jank). I'm not sure, but i guess i can have a more precise results if shells will run on fullscreen, maybe i'm wrong.

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  • Ashley

    Not to mention it'd be awesome having an action to delete save slots.

    Right now we only have "Save" "Load" On Saved" "On Loaded" "On Load Failed.".

    Yeah, and check if save exist would be nice too. I asked about this features recently - here.

  • Starred.

  • oh sorry i think we misunderstand each other

    i was just curious how you did see that he used highquality

    Haha, no, i just thought it is set to high quality, but it's not.

    BTW i tested some of my projects on samsung gpu-blacklisted devices.

    Samsung galaxy s3 - CW7 - 58fps, CW10 - 34fps

    Samsung galaxy note 2 - CW7 - 60fps, CW10 - 40fps

    Samsung galaxy note 10.1 - CW7 - 55fps, CW10 - 30fps

    I'm not sure that slowdown is caused by blacklisting, because i don't have non blacklisted low or mid-end devices to test. On my galaxy s4 and nexus 5 i see only a little fps damage between cw7 and cw10. 60fps with cw7 and 55-60fps with cw10.

  • ah ok, so you just guessed thats in high quality or can you see it somewhere?

    You can set it in project properties, it is high quality by default, or you can set it in runtime with system action "Set fullscreen quality".

  • thanks but i meant how do you see on the tablet in which resolution the game runs?

    With high quality the game runs in full resolution of the screen, full resolution of note 10.1 (2014) is 2560x1600.

  • Egyptoon wow, that's strange, my bad then.

    could you please explain how i can see this?

    Well, you can control the fullscreen scaling, heres the manual

    [quote:1mb9lvu6]Fullscreen scaling

    Only has an effect when a fullscreen mode is in use (whenFullscreen in browser is not Off). High quality mode renders at the full resolution of the screen. Low quality mode first renders at the project Window Size, and then simply stretches the result to fill the screen. Low quality mode often improves performance on low-end systems and is often suitable for retro-style pixellated games with Point sampling. However text, downscaled sprites and WebGL shaders appear with better quality and detail in high quality mode.

  • note 10.1 tablet 2014 edition and noticed a little lag but the game is playable

    Well, this device is too powerful to lag, guess you are using Fullscreen Quality - High Quality, your game renders in note's 2560x1600 resolution, that's too much. Use 1280x720 window size with low quality, you don't see the difference, but you see fps improve.

  • Egyptoon i tried my game on nexus 5 and galaxy s4, no lags, today i'll try my game on galaxy s3 and note 10.1(1st gen), i got a feeling that on a gpu-blacklisted devices cw10 start to perform poorly because of higher cpu-loading than with cw7.

  • I tested both versions and both runned very well in my smartphone.

    Then, it is not a Crosswalk problem, maybe a possible incompatibility with your device.

    Crosswalk 10 poor performance issue is already confirmed by intel team, they are informed and already working for a fix, i attached a link to the intel's investigation thread above.

    Glad to hear that you don't experience any performance problems with cw10, i don't experience them too, but in intel xdk thread there's almost 30 pages of posts of other people about how poorly cw10 performs. Even if it's a simple device incompatibility, it means that cw10 is incompatible with too many devices.

  • Hm, now i think that it's probably by design, well anyway i'll leave this report here for your decision Ashley, and i'm sorry if it's not a bug.

    And i reuploaded a .capx

  • Problem Description

    If with asm.js you set the object's property "Collision Mask" to "Circle", "Is Overlapping" or "On Collision" conditions are not triggering because this collision mask is bigger than object's bounding box, so if i set object's collision polygons (in image editor) to bounding box (or i can set anything else), it is impossible for that object to collide with other objects with that polygons, because they just cannot reach other objects with that collision mask. In box2d this mask is little less than in asm.js and at least while the ball is rolling, the Is Overlapping always triggers.

    Attach a Capx

    [attachment=0:14j1x9gn][/attachment:14j1x9gn]

    Description of Capx

    A layout with a ball object and ground object with physics (asm.js), event sheet with events - If ball is overlapping ground set text to yeah, else set text to nope, and Is in touch event that applies little torque to ball. So if you touch or hold mouse buttons in preview the ball will roll.

    Steps to Reproduce Bug

    • Open project, start preview, let the ball hit the ground.
    • Notice that Is Overlapping condition is not triggering
    • Touch the layout or hold mouse buttons, the ball will roll, see, Is Overlapping is triggering as it starts to roll, but sometimes for a half of second it is not triggering while the ball rolling, i guess this is because when ball's angle = 0 or 90 or 180 or 270 its bounding box cannot reach the ground to overlap it.

    Observed Result

    Is Overlapping or On collision conditions are not triggering, when they should because collision mask is bigger than object's bounding box.

    Expected Result

    If circle object is on the ground, Is Overlapping triggers.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    Windows 7, 8.1 64bit latest drivers.

    Construct 2 Version ID

    r199

  • Problem Description

    Affects only editor, if i zoom out enough in editor, 9 patch displays wrong (see screenshot), zoom in and it's okay. I hope i'm not the only one who have this, and i'm not sure that the problem is with my system, because i tried it on 3 different systems, iMac 2010 21inch with 1080p display and 32bit windows 7, MBPr 13 Late 2013 2560x1600 display and 64bit windows 7, and on pc with gtx660ti and 1080p display 64bit windows 8.1, latest drivers everywhere.

    [attachment=0:chd5j45v][/attachment:chd5j45v]

    Attach a Capx

    [attachment=1:chd5j45v][/attachment:chd5j45v]

    Description of Capx

    Just a project with 9patch object inside.

    Steps to Reproduce Bug

    • Open .capx
    • Zoom Out until you get the incorrect displaying result from screenshot
    • Zoom In and everythings should back to normal.

    Observed Result

    9patch displays incorrectly on zoom out and back to normal on zoom in

    Expected Result

    9patch always displays correctly

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Only in editor: (ye)

    Operating System and Service Pack

    Windows 7 32bit, 64bit, Windows 8.1 64 bit, 3 different machines, latest drivers.

    Construct 2 Version ID

    r199