skelooth's Recent Forum Activity

  • If you like the graphics in my game, most of them come out of the indie graphics builder on steam, it's about 2 gigs worth of HD images. Just don't release your game the same time as mine

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  • I like it a lot! I'm curious how you're going to design things with abilities being stripped. Mostly, I'm curious about player reward and bringing fresh things to the table. I look forward to how you're going to handle that!

    This is my curiosity too. Stripping abilities are going to have to some how be framed as a reward. You could do something like setting jump to half power making jumps across chasms with spikes above it possible or something, but that's hard to scale in a progressive manner IMO.

  • eli0s, LOL!

    I too feel a tad helpless and at the mercy of 3rd parties to improve their browsers' GC. I'm going to have to shut off sections of my events and see if there's anything I can do to improve things; I suspect, however, that only time will provide the solution for browser games.... Oddly enough, Node performance is flawless - so why should that be if it's based on Chrome??

    I have been fiddling with HTML5 and HTML5 canvas for years, and to be honest, adoption of html5 has been extremely fast. It was only a year or two ago that I still had a browser with no webgl support. Mozilla is working on an HTML5 mobile operating system, and all of the big players are banking heavily on HTML5, IE, both Apple and Google are pushing it.

    So if it's not supported soon, it will be. V8 is only 6 years old (young for a language runtime/compiler) and things didn't start really moving until chrome started getting significant market share. Net result is we've seen a lot of HTML5 adoption in the past 4 years or so. A *lot*. For websites, for mobile, for apps, for OS's even.

  • Yes, small window res and letterbox integer scale can certainly reduce the jitter, but my laptop will quite happily play GTA at resolutions that make a C2 platform game appear like it is being rendered on 1980s technology.

    That is a really "unfair" comparison. If you would like to develop GTA quality games you will need to find or license an engine that is meant for that type of game.

    However, if you wanted to make GTA1 or GTA2, then construct2 is probably a better choice than a 3d engine.

    Right tool for the right job. You can't fault a hammer for not being a good screwdriver.

  • Not sure about this "jittery movement" (numerous threads on it already...usually linked to low resolution, pixel rounding, etc.) but I do occasionally get "performance / lag spikes" in every one of my projects, and they are potentially game-breaking.

    Construct Classic had the same problem and I'm pretty sure the consensus was that it had to do with garbage collection.

    I'm pretty satisfied with those explanations. To be honest I think everything functions fantastic for the most part. It exceeds every one of my expectations at least.

  • I'm still waiting for the fruit orchard industry to sue apple.

  • runs fine for me. Ultra smooth in fullscreen. No real jitter no matter what I do to it. At least not like what I was experiencing.

  • [quote:2nud8k5r]Also, in your last post if you are referring to Colludium , he has Intel HD graphics, I am the one that mentioned the 660 ti.

    I'm just too lazy to cross reference who's saying what, and offering my experiences in hopes that someone finds them helpful.

    When you are benchmarking all of these sprites, do they move? (so you can look for jitters?) 27,000 sprites is an aweful lot. At that point the bottle neck might be CPU and not graphics since it needs to loop through all those sprite objects each tick. Bottle necked code by nature feels unresponsive, because it takes longer for input signals to get processed.

  • [quote:34hokhub] but what CSS rule do I have to use in order to change the BG's of these objects?

    lamies , if on chrome (or I believe firefox) just right click on any dom element you need to change and click inspect element. If right blocking is clicked inspect element of the nearest element that you can and find your target in the mark up. Click it. Under computed it will list every attribute of the element along with the corresponding CSS syntax to change it. (in chrome you can find path information at the bottom of the inspection display)

  • Check your GPU benchmarks. I assume games run okay? Do you ever get artifacting? maybe you have a specific hardware problem? Because you're right, it should go in the opposite direction, especially with a 660 it should be able to crank out 100s of fps (i get solid 120fps on my 120hz monitor for simple c2 apps)

    Edit:

    Oversight on my part, do you have many webgl only effects enabled? Because that would explain the non intuitive frame rate change.

  • "I use chrome to check my tests, I find chrome to be the fastest browser and more reliable in sound issues currently. Yes, the webgl is enabled (not disabled in the chrome://flags)"

    Maybe it's being reported incorrectly? Do webgl only effects display? My experience is that C2 is always smooth with webgl, even at low frame rates its consistent, but non webgl is always very jerky, and have tested this on 5 machines/devices. , win7, android, linux, linux in a vm, win8, using a variety of methods (manually disabling gpu, using different browser, etc) to cripple or enable the webgl.

    This is literally all I have to go on.

    It looks like either DT is inconsistent or there is some sort of pixel rounding issue in certain contexts. at least to my eyes. (I keep harping on pixel rounding problems because if things are being rounded wrong or being forced to render at solid positions, you could get a discrepency of as much as 2 pixels per tick, and that would have a net effect of looking a lot like the jerkiness we're seeing).

    Again though, I've only seen it happen in non webgl mode.

    And to note, I do not believe it's C2's doing. I'm pretty convinced this is a technical limitation to canvas.

  • OP, do you have webGL enabled in the browser that you took that video from? That is the exact same stuttering I get when webgl is off for any reason, and FPS seems irrelevant when it happens.

    Can you double check the webgl is active? This also would explain why others running it don't share the issue.

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skelooth

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