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  • Your fps problem is probably because of overdraw. You have a ton of it going on in the test. Overdraw is when a pixel is drawn more than once - for example how the black squares are on top of the background. Due to how graphics cards work, first it draws the background, then it draws the black square on top of it, therefore drawing those pixels twice - and in your tests, then the one on top of that, and the one on top of that, which results in most of the screen being redrawn quite a few times.

    Mobile hardware is far weaker than desktop, especially when it comes to pixel fill rates (the number of pixels a graphics card can draw in a 60th of a second). I read somewhere that on average devices can currently only draw 3x the number of pixels on the screen in that amount of time. If you take that into consideration, I'm quite confident you can increase the framerate dramatically - it did wonders for the game I'm working on.

    For reference, I get 23 fps on an ipad 3 in landscape mode, and it goes up to 33 in portrait - because it's drawing less pixels. An iPhone 4S goes from 41 to 60.

    Also, what device and os version are you using? iOS 4 had utterly terrible HTML 5 performance. iOS 5 increased HTML 5 performance by something like 2000% and then ios6 improved it about another third.

  • I agree completely - I would really prefer 'add blank event' instead. If someone wants it to be a blank sub event, then they can simply drag it, but if you use it on an event with sub events it not only puts it at the end of the list so you have to hunt for it as mentioned, but if the sub events are collapsed it doesn't even show, So you have to uncollapse them, scroll trying to find where it appeared, then often it's too far to drag it, so then use cut, scroll back to where you wanted and then paste. I use tons of sub events meaning that it often ends up taking more work to find the thing than it does to create a new event and delete the condition.

    In it's current form I hardly ever use it, as add blank event I would use it quite often.

  • I've had this problem too. For some reason when in fullscreen in lanscape on ios safari the canvas gets set to larger than the screen (windowheight returns 760 when the screen is 640 tall). I worked around it by checking the screen size then setting it manually via the set canvas size action, but it would be nice if it got fixed. I've been meaning to make a bug report for it, now's as good a time as any.

    Adding an Ashley so this thread doesn't get missed.

  • There are multiplatform frameworks like haxe and qt which allow export to PC, Mac and Linux without needing to run via chrome. While having c2 run on those extra platforms would be great, Ashley has stated that it's something they simply don't have the resources to do at the moment.

    They've also said that export to Linux should hopefully be coming in the next beta.

  • It's not that C2 is primarily geared towards making simple browser-based games, it's just that no one has made something more complex with it yet. I feel confident that C2 is capable of making complex games.

    Having sprite distortion would be really nice though.

    Exe and osx app support using node WebKit was added in the newest beta, check it out. The official plug-in doesn't yet support all of the options node WebKit has, like writing files to disk, but JohnnySheffield made some plugins for the rest of them and and a tutorial for exporting (you can get more window options and such as well as export to Linux if you do it manually):

    Export to node WebKit tutorial

    Node webkit plugin

    Node webkit filesystem plugin

    Node webkit path plugin

    Node webkit os plugin

    Node webkit wiki

    Be sure to follow the tutorial if you want to export manually, there's an edit to the index.html file that needs to be done to speed up loading.

  • It's a forum bug, don't worry about it.

    I don't blame you though, I once thought someone was hijacking else's account. :P

  • While I haven't made a large project in c2 yet, I have made one in CC. My advice? Definitely move to c2. CC can barely handle loot pursuit anymore.

    CC has:

    Faster event execution (a vague guess is it's maybe 2-3 times faster, that said c2 is plenty fast for the vast majority of things already - it's mainly a concern on mobile)

    Some features that haven't been implemented yet in c2, like cosp/qarp/cubic, pairer object, sprite distortion, basic 3d models, etc.

    Free

    That's pretty much it that I can think of. Everything else c2 beats CC on, including rendering speed, preview speed, stability and way more. C2 is also being actively developed, bugs are getting fixed, new features are being added, you can export to more platforms... There's simply no reason to use CC anymore when c2 is so much better in almost every way.

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  • Whoops, missed that.

  • My game is currently running at 30-60 fps depending on what's going on and how many enemies are on screen at once. Keep in mind the more you want to do the more optimizing it takes to get 60 fps.

  • One possibility is to extend the edges of the tiles by 1 pixel, therefore overlapping each other by 1 pixel. That should fix it, though I know it's not convenient. Also that wouldn't work perfectly if you have antialiased edges, but your game doesn't look like it uses them.

  • It depends on a lot of factors. I've got my game working smoothly at 2046x1536 on an ipad 3, so if you are mindful of considerations designing for mobile, it should probably work fine on an ipad 4.

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Arima

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