Arima's Recent Forum Activity

  • iOS actually has a built in way to take screenshots and save them to the photos folder. Simply press the home button and the on/off button at the same time.

  • I don't know. The easiest way to find out would be to make a test .capx that replicates the layer setup only, and check the CPU use with each part on or off.

  • I think they're just referring to a technical point about having a lot of music, artwork and code. As I mentioned before, SNES era RPGs like Final Fantasy I think are a perfect example, they have tons of images and tons of features. Now with memory management in crosswalk and Ejecta, C2 could probably handle a game like those on mobile.

  • 12 extra layers should absolutely not cause a 40% increase in CPU use, especially on an i5. My game has somewhere around 20 layers and when running on an old amd Athlon 4400+, the CPU low point is around 35%, and that's also running the thousands of events in the event sheet at the same time (not all the events are running each tick, of course).

    I'm not sure what's causing it, though. Are you using layer effects? Forcing the layers to have their own texture? Try making a copy of your capx and experiment, delete everything except the layers, try deactivating all the events, turning all the layer's settings back to their defaults, etc.

  • I don't understand what information you're looking for. There are plenty of examples of big complex games on mobiles (various final fantasies, Star Wars KOTOR, etc), and as such there's clearly a market for them (though there are also clearly many more smaller, less complex games). Why do you want to know specifically if the people here in the scirra community have played them? That's such a small potion of mobile gamers, I'm not sure what you're trying to determine. Could you clarify that?

    I can delete games again. Post away. Remember though you can upload a new version without needing to upload a whole separate game.

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  • I've tried, but for some odd reason can't find any mention of it. Maybe I'm remembering wrong, but I recall seeing a couple project's videos on kickstarter and thinking about how much I want youtube to support 60 fps because the framerate looked great (I'm really fussy about video quality). I can't remember what those projects were called, though. :/

  • Actually, I think kickstarter videos can be at 60 fps.

  • This is an English speaking forum, please stick to English or provide a translation with your post.

  • Hmm... Maybe it could be an option to generate the mipmaps when exporting the game from C2? It would increase the download size (I've read mipmaps add 33%, don't know if that's correct or not) but improve startup times, and large games are quite common these days so 33% more image data might not matter for some users (for example, those making a downloadable exe, and the current fix increases download size too). My point is I think it's better to increase the download size rather than the memory use.

    Also, does C2 generate mipmaps when previewing?

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Arima

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