xach's Forum Posts

  • I have leadbolt ads in my game that I export via crosswalk. They are in an iframe and look fine in my starting resolution of 1366, 768. However when I export the game to mobile 720p they look like they are getting cut off. I assume this is because they get scaled down to 720p.

    Thanks

  • Things really did improve after I switch off WebGL. I'm maintaining about 25FPS and the game is playable though not too smooth. I did take all my collisions and put them in a deactivated state and set and overlap at a distance of -15px and +15px X and Y to activate/deactivate. That did work and Im sure when more enemies are on the screen it will help but there was no discernible improvement in FPS.

    Im going to add some speed to the controls to see if that makes things seem less slow.

  • I did see some benefit from turning off WebGL. I got up to 33 FPS but it at times still dropped to 18 and sometimes 8 really getting choppy. Ill see about switching to ASM with WebGL off.

  • So changing to ASM.js had no positive results and frame rates. They seemed to go down a little. I even tried to remove some of the cloud sprites that where being created every 3 secs and moved them to every 7 and it slowed some on my surface. I thought that was funny.

  • Yeah I see ASM now. Thanks. How would you go about Turning off WebGL?

  • Ok I don't use rotation flipping or cloning. There are usually only 10 or so sprites on the screen. How do i use the ASM engine?

  • So I realize this is a problem for anyone developing a windows 8 app and expecting it to work on the RT line. The performance is terrible. I get about 65 FPS when I test a native app on my win 8 computer and about 55 on android devices with crosswalk. On my surface rt it runs around 25fps and drops to a craw around 15 sometimes. Anyone have any ideas on how to improve Performance on the Surface line?

    My app uses Physics and Text objects and Ill probably switch to using sprite font but I want to keep using the physics engine.

    Thanks

  • I get a similar error now. It says Assertion Failure: Physics polygon separation resulted in no polys. I have no idea what it is. I have narrowed it down to one object on the screen that does this.

  • It seems the file is too large to upload over 2mb. I think the version I worked on it was 163. The 2 files of the game that feature and ajax request to a php file are the only ones that give me the error. They were fine not that long ago when I was working on them.

    I'm using windows 8 have been for all my development.

    Edit: I got one of the capx files to work by loading up the backup of that file. Its not the newest one but it does have a lot of the latest changes to my game. Im still confused about what would cause this problem.

    I should add that all my files are kept on skydrive(onedrive).

  • It is my file. I moved it to a new computer.

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  • I keep getting "encountered an improper argument" when trying to open a capx file. Any help?