Arima's Recent Forum Activity

  • I didn't.

  • Can you post an example of it not working? Try this test, how many objects do you get at 60 fps in portrait mode?

    http://www.amirai.net/ipad/sprites/

  • I'm guessing this is your problem: http://www.scirra.com/forum/my-game-lags-in-landscape_topic58532.html

    It's not actually the retina mode that's the problem, it's something else about some of the display modes when viewed in landscape. I can get 250-350 sprites onscreen at 60 fps on an iPad 3 as long as I'm using full screen letterbox and not full screen crop, or using portrait and crop instead of landscape and crop.

    Try it in portrait or in fullscreen letterbox mode, does that fix it?

  • This is the same issue that I mentioned here: http://www.scirra.com/forum/major-ipad-performance-problem-using-landscape_topic56928.html

    Here's the .capx I used: http://www.amirai.net/ipad/sprites/ipadfps.zip

    The exported HTML: http://www.amirai.net/ipad/sprites/

    In that thread I mention one of the space blaster demos has that problem as well, but it's only the old space blaster demo, not the new one with sound: scirra.com/labs/sbperf

    In my tests, I found that the problem only happens with some display modes, in particular it happens with full screen crop and doesn't happen with full screen letterbox.

    The problem does happen with retina mode.

    I mentioned in that thread about the space blaster performance test's text not updating itself properly - I didn't realize that that was because clear background was set to off.

  • I think Ashley was in part responding to the link I posted to the discussion about haxeNME in another thread.

  • We're discussing another potential option (haxeNME, exports to native PC Mac Linux iOS android flash as well as html5) here: http://www.scirra.com/forum/ejecta-and-construct-2_topic58502_page1.html

  • I can't speak for others, though I think many would agree, but it would be well, WELL worth it to me to get native performance and increased options with less issues if it meant not using any of the previous third party js plugins. Especially on mobile!

    Admittedly, I try to avoid using third party plugins anyway generally, but 'vanilla' c2 has plenty of functionality regardless that most games don't really need them. I think it would be a lot better for the long term viability of c2 if plugin development shifted to haxe - then plugins would hit everywhere rather than just html5. I think in the long term it might actually fragment things less than if potential exporters, third party or otherwise, were made for other platforms one by one.

    I understand that would be a difficult choice to make, but I think it's a vastly superior path!

  • The editor is vastly, vastly improved over MMF. No need for spread values, no limits on the naming/number of variables, has sub events, behaviors that are actually maintained and work, event sheet includes, more options for picking objects, the list goes on and on.

    C2 has exe export, there's currently a performance problem in the current version on some machines, but it's being worked on and has been significantly improved in the next version which should be out within a week.

    That's another benefit of c2. Generally, updates are about weekly. Yeah, that's the norm!

    Data is stored with webstorage, you can use arrays, JSON strings, hash tables, whatever you like.

    You can definitely put a demo online and have an exe for download.

    People can look at the JavaScript in the web browser, but it's so mangled and garbled it makes no difference. No game is secure from hacks anyway, anyone determined enough would hack the game regardless of the method used to create it.

    The main drawback isn't much of an issue on desktop, that html5 performance isn't quite as high as native apps, but it's easily fast enough for 99% of games (I made a shooter with hundreds of bullets, lasers and enemies on screen and even on an older amd Athlon 4400+ it manages fine). The main place performance considerations need to be taken into account is on mobile.

    C2 is 2d, but there have been some attempts at 3d plugins in the plugins forum, but performance wasn't too good when I tried them.

    I was overjoyed when I switched from MMF to construct. There's a free edition for you to try as well, give it a shot!

  • kiyoshi - if the performance is in fact there, that actually sounds like a really good idea.

    I'm hopeful that construct 2's modular export system would mean that the editor itself would require no modification to implement something like that, it could all be in the exporter.

    Ashley - I know you've got your hands full now with html5, but once you've got the time/resources to work on another exporter, if haxe's performance is actually that good, it sounds like a great idea - you get tons of platforms at once with actual native performance and without the limitations/issues html5 has, that often leave you dependent on others to improve/fix. Maybe for construct 3 or something?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I should mention that I upgraded to iOS 6 on my iPad 3 and the performance problem for the new space blaster demo is gone now and i'm got getting any audio problems with it either. The previous performance problem I mentioned in the thread I linked to remains, though.

  • newt - HA! Tom trolled YOU! XD

    Thanks Tom. That gets newt back for the spam he posted, making me think his account had been hacked. :)

  • I've had this problem before - send Ashley the sound file you're trying to import as well or even a cropped bit of it if you don't want to send the whole thing (make sure the cropped version doesn't work as well, though).

    C2 appears to have a problem with some sounds for some reason. I tried getting around it by converting the sound I had from wav to various other formats and back with audacity, but the only one that worked was converting it to an mp3 then back to a wav.

Arima's avatar

Arima

Member since 11 Jun, 2007

None one is following Arima yet!

Connect with Arima

Trophy Case

  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • Email Verified

Progress

19/44
How to earn trophies