vtrix's Forum Posts

  • just an idea, have you tried, "for each block" pick by comparison...

  • its from the unity forums, but i think some of the things are closely related to contstruct and how webgl may evolve

    i also think this its a good thing both unity and unreal are working on webgl, because it might push the browser vendors to work more on the gaming side of browsers and improving performance

    http://forum.unity3d.com/threads/webgl-roadmap.334408/

  • inspect tab bogs time the system... so ... dont start there, starting at profile tab would be better, but hey i dont have lots of problems with it, i wonder you could probably change it in the js code wich tab opens first..

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  • nimos100 very true, and ive asked for the debugger to start in anything other then the system page, by selecting an object or having a setting because it bogs down anything you're testing,

    here's a good test to compare how fast our cpu's are, it takes my cpu 7% for running an empty project... (hmm where should i optimize?)

  • SamRock great work you did here! , smooth installation, good introduction, and was pretty fun!, played it and rated 5

    tested on nexus7, for me no bars on left/right, little bit cut top/bottom at start, (because of back button bar) , video-ads worked ok! (yeepie)

    it was a bit long at first play (25sec) and i actually stopped playing because there where no ads to see for reviving me, maybe more revives in the beginning (round2) would lengthen the first play

    framerate is indeed not as smooth, could be better i feel..., this might be a good game to test the new front to back render? have you tried it?

    or maybe room for optimalisation?

    anyway congrats with the nice game, many installations and good reviews

  • well i think i have seen a system that automaticaly remembers and offset your image point placement, even when using the full spritesheetsytem, was it in unity or texturepacker i dont know, but i think there are systems in place for that,

    do you work alot with ue4, i've been looking in it, checking out there scripting methods

  • shinkan accepting is not my strong suit, i rather bit*h about it (once in a while)

    its not like i expected it to change

  • shinkan

  • shinkan , i have many occations where i export and find sheets with lots of empty space (more then halve of the texturespace), granted, if you then start figuring out how much each should take to optimal fit , also not everything is is square sized... i check if i find some examples

  • this touches a bit on the fact that there are two groups that want to use c2

    devs with years of experience want the "expert functionality" and really push things however they can,

    for me using a certain method that i know there are better solutions, is pretty frustrating for me,

    thats also what pushes technology forward i think...

    and also devs who just got started with c2 and are happy with "easy default" solution, wich is great,

    until they want more from the engine and there app/games

  • Ashley thank you for explaining this more,

    the big problem i see with this solution is that an animation can be just one frame too big and take up an entire sheet, but is for the most part empty, i think there is still room for improvement by using this space, but perhaps thats the entire point why custom atlasses with lots of choice for arrangement is the better solution in the end, > not saying that current solution is bad, its pretty easy

  • Refeuh thank you for your answers,

    yes i know minimal impact, but still on that low level is pretty important its the best it can, specially because its about possible hundreds of objects,

    im not on hold because of this, it just interests me

    only thing i can think of is that the textures need square power of two, if thats not the case, there is much to be gained by optimising this, but i suspect there will be something i have not considered

    just and idea.. i wonder if would be possible to set the resolution on the texture atlas, the objects would hold its normal dimension, but the textures coordinates would be scaled by that factor, in theory you could then have as small or as high of a texture resolution depending on a setting

  • i mean one object , using many instances is the most optimized, but you can set many different frames, is still one call

    why would another object that also has been loaded in memory, be an extra call, while using the same object on different frames is not, if the texture sheet is of no importance?

    than everything could in theory be called like its one object, just referencing the spritesheet and coordinates

  • So why would using different objects have extra drawcalls, while one object with multiframes only one, i think i read its because of textureswitching?

    would it be possible to fit a 512*1024 , isn't that also a power of two? this would save memory, i think i have an instance where this should perfectly fit,

    also it sometimes a shame to loose great texturespace just because a graphic is a couple pixel to big, while in some cases, the size is not really as important. so a resized version should work ..

    edit: it is said, 2048 is maximum for mobile, (for maximum compatibility) but thats fine..

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