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  • I get how you feel entirely. I feel that way often when looking at art on places like cghub. :P

    However, a while ago, my sister met a very well known and successful artist who is often agreed to be one of the best in his field. While talking, he went off about all the mistakes and problems in the pieces he makes.

    No matter how good you get, chances are you'll always feel you could do better. No one starts out a master! I agree that you should let those works inspire you and be something to strive to be able to achieve. :)

  • Ashley - it was faster on chrome? Does that mean chrome supports asm.js now?

    Again I feel that such things could be useful for those of us not targeting the open web, but rather nodewebkit and possibly cocoonjs specifically.

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  • Mobile performance is defined by a ton of factors. It's hard to tell what the problem is without seeing your project. You could be doing too much overdraw, you could be using webgl in cocoonjs which is broken on iOS and hits the framerate hard, you don't mention the hardware you're running it on, it could be physics or too many collision checks or any number of other things... We need some more info to help.

    One way to find out what's causing the problem for yourself is to try turning every layer invisible - that will reveal if it's the code or the rendering. Then you can disable stuff to find out what's actually causing the performance hit.

  • chef try sprite font instead. That should work with webgl. If you're on iOS though, using webgl causes some unrelated framerate problems through cocoonjs.

  • Wow, you're above where's my water, cut the rope and jet pack joyride?? Congrats!

  • notifications don't work unless that user has already posted in the thread. You should email them instead.

    We probably won't support this until WebGL is ubiquitous.

    Ashley - how ubiquitous? What if some platforms like wii u and some mobile browsers never decide to support it? Most platforms do support webgl now, or are about to - all of the major desktop browsers, node webkit, cocoonjs - we already have to target specific platforms with specific features (can't use keyboard commands on a phone, etc), 3D would be great for those of us specifically targeting platforms that support it.

    Either way, glad to hear it sounds like it will come to C2 someday!

  • Calling someone a retard is against the rules of this forum. Refrain from insulting people further.

    Also, people telling you to actually learn how to use c2 is not a nonsense post - in fact, it is quite the opposite. If you learn to use c2, you can make your game exactly how you want it, and you don't have to rely on anyone else to do it.

    If you really want someone else to make a game for you, you should post in the help wanted section instead and offer money for the task.

  • You can merge textures manually using the paster plugin. http://www.scirra.com/forum/plugin-paster_topic75668.html

  • All visible on screen objects, even at opacity 0, are drawn every frame unless nothing has moved, rotated, changed opacity/animation frame, etc at all. If no changes have been made, c2 stops rendering because there's no reason to. In these cases, it can seem like the framerate improves because c2 gets to skip the rendering.

  • Ashley - previously, when disallowing groups to be named the same was first implemented, I seem to recall opening a project saved in an earlier version that had multiple groups named the same and c2 acted like nothing happened - it only prevented naming groups the same from then on. I recommend doing the same if you are going to change this, then previous projects would not be broken and new ones would work properly as well.

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Arima

Member since 11 Jun, 2007

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