alastair's Recent Forum Activity

  • Yeah I've noticed on multiple computers that scaling the game larger/smaller increases/decreases performance. With hardware acceleration/WebGL and latest graphic drivers, on my brothers computer he gets 35/37 FPS fullscreen and 60 FPS when it is normal size (latest Firefox/chrome).

  • It was just a joke, and a wish, because he's probably capable of improving HTML5 a lot.

  • Image A

    <img src="https://dl.dropbox.com/u/1024727/scirra/1.png" border="0" />

    Image B

    <img src="https://dl.dropbox.com/u/1024727/scirra/3.png" border="0" />

    Image C

    <img src="https://dl.dropbox.com/u/1024727/scirra/2.png" border="0" />

    1. I'm pretty sure that when scale with "Letterbox scale" it doesn't stretch the image, but instead changes the "resolution" and scales all the assets up? (For instance from image A to B, notice how in image A there is an enemy which is 50% smaller but when the game is scaled up it looks out of place because it is sharper)

    2. I've noticed that when changing the scale of the game (or making it fullscreen) the game runs slower for some computers, if the game just stretched the image (like from image A to C, instead of A to B) would it run faster than the current rendering speed? (This would be a great option as it would allow for a more cohesive looking game)

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  • John Carmack is doing Doom 4 in HTML5, so we're likely to see a lot of innovation with the technology soon.

  • variable = 0

        - make bullet

        - set variable to 10

    variable > 0

        - subtract 1 from variable

  • Good start, hope they fix it so it catches up to firefox/chrome speed.

  • C2 is getting pretty good and has a lot of features already now, I prefer the editor over CC one, as long as you don't mind making your sprites in a different image application. But it's biggest let down at the moment is HTML5 performance is pretty terrible if you want to make a big action game with with lots of sprites. I'm just hoping that the exe wrapper and HTML5 in general will magically get significantly better performance in the future.

  • If you add a new frame to a sprite's animation and drag it to the front, the frame that use to be 1st will lose its image and obtain the image of the new frame when you save the project.

    This bug ruins animations.

    framebug.capx

    Steps to see the bug:

    1. Open sprite, add a new frame.

    2. Drag new frame to the front of the animation.

    3. Draw something on the new frame, or load an image.

    4. Save the project as new file.

    5. Preview the project, look how the old frame is gone!

  • The 3DS has a better HTML5 score than the vita on this site, lol:

    html5test.com/results/gaming.html

  • Screen size is 960 � 544.

    It would be awesome if we could make games for PS vita, but I doubt they're going to make HTML5 work amazing on it.

  • I remember wanting containers, but I think I'm fine without them now � I can't even remember why I wanted them. I feel there's more flexibility without containers, and only adds a few extra lines of code. I can have every enemy use the same detector object and attach what every sprite I want to it just using 'for each' and comparing to an ID.

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alastair

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Member since 14 Jul, 2007

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