Arima's Recent Forum Activity

  • I'm actually not 100% sure of how it works, but I think it's like this:

    At startup, all code and images are loaded into memory, but the images are left in a compressed state.

    At the start of a layout, necessary images are decompressed for rendering and unnecessary decompressed images are removed from memory, but their compressed versions remain.

    I could be wrong about that - best to get Ashley or ludei to comment.

  • The stuttering at the start is a result of chrome compiling the JavaScript in the background so it will run faster. It starts displaying the game before it's done so people can start using it quicker.

    We had the debate about a native exporter a while ago, but it doesn't seem like it would be worth bothering with (C2's code execution speed is plenty fast for most games, especially on desktop, and it actually renders faster than construct classic does, which was native dx9). I really doubt it would improve stability any - google's got an army of programmers to throw at chrome, and as such it's quite stable as it is.

    As for flash, it's still a capable technology, but it has a lot of problems (stability in particular, it crashes often on some people's systems/browsers), and both iOS and android don't support the flash player though AIR apps can still be made. It's steadily being replaced by html5 - even adobe seems to be basically admitting that html5 is going to take over by making tools to convert flash to html5 and discontinuing development of it for android.

  • Cocoonjs implemented webgl, which should improve the situation by using layout by layout loading. There are currently some fps issues with it on iOS right now though.

    I agree an option to wait on loading anything from disk until loading the layout that heeds it would be nice.

  • wizaerd - in one of scirra's blogs they tested c2 and got about 150,000 instances on screen, and they could have had more, but they were checking how many they could have on screen at 30 fps: https://www.scirra.com/blog/102/html5-games-faster-than-native

  • Please stick to English on the forums or provide a translation, thanks.

  • Use [tube].

  • I totally missed this before. Looking slick, UberLou!

  • Awesome, it works properly now. Thanks for fixing that!

    Also California, agreed, a sticky thread it is.

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  • Ashley - wasn't the new method of exporting you asked to be implemented in node webkit supposed to fix this problem? It's been implemented in node webkit 6.2, did it still cause antivirus issues?

  • As far as I understand it, C2 games will run all game logic on one core except for pathfinding, which uses a web worker to run on a second core if it's available, but it will not utilize any more cores than that.

  • Vista, I have it on 192% at 1920x1080. Thanks for looking into it.

  • Hmm - actually, still a problem - I use the option in the ease of access center to up the size of UI and text in windows, and I'm guessing that is what is shoving most of the options off the bottom of the screen:

    <img src="http://www.amirai.net/forums/fontappdisplayproblem.jpg" border="0" />

    Could that be fixed?

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Arima

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