alastair's Recent Forum Activity

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    I was excited but now I'm let down, as it only seems to work with the popular but low quality d-pads controllers like the Xbox 360 one. I hope that it'll allow for more inputs later.

    I wonder if once these gamepad API things are in the "normal" browsers we'll see some more consistency between them, but that doesn't really seem likely considering other browser differences at the moment.

    Same results as you for Xbox controller on Chrome/Firefox on Windows 7.

    Buffalo SNES USB gamepad: in Firefox it said "Gamepad connected" but then no other text appeared. On Chrome, I get no response at all.

    My PS3/PC arcade stick works well in Firefox (ID:e8f-310d-GAMEPAD 3 TURBO) but like the SNES one it gets no response in Chrome. Don't feel there's much point in listing the inputs, as there's a lot of arcade sticks and many of them are custom built.

  • Response to first question:

    scirra.com/forum/performance-tips-question_topic48873.html

    Performance wise non-power-of-two textures are no different than power-of-two textures. It was the same with CC.

    The reason for power-of-two textures was purely for memory efficiency.

    In CC non-Power-of-two textures were reported by the runtime to take as much video memory as the closest 2^X texture would take. Most graphics cards now can handle any sized texture as well as 2^X textures. Whether the texture is re sized up to a 2^X texture in memory or not is hardware specific.

    R0J0hound is right, the texture size affects memory usage and not runtime performance.

    The power-of-two thing is annoyingly complicated: on desktop, you can probably forget it completely, almost all desktop computers now can support non-power-of-two textures. However, mobiles and tablets have weaker, simpler hardware and might still internally use power of two, but you can't easily tell, because the graphics card can make the support invisible (it will pretend it's using a non-power-of-two even if behind the scenes it's using power of two). TBH, I'd forget about it, it's a pain - just test your game regularly to make sure it works on mobile and you'll be fine.

  • Ashely's attention for C2 is 2D.

  • Thanks Rojo.

  • bump

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  • There seems to be quite a few topics that posted in within a day, and some of those are pushed back a page. I think it's also nicer to be able to see maybe 3 or so more topics per page on the forums.

  • I'm pretty sure he'll add collapsible/expandable events eventually, as it's an essential feature and was in Construct Classic too.

  • scirra.com/manual/134/performance-tips

    ize, angle or opacity of sprites/tiled backgrounds has no effect when hardware acceleration is in use

    So does that mean, the practice of using 2^X sized images no longer matters like it did Construct Classic? For instance using multiple 256x256 sized images rather than a single 400x250 sized image?

  • I think it does maintain the ratio, but also shows additional content horizontally or vertically depending on the size of the browser.

    Ashley said that he will do a Blackbar fullscreen scale that will have black bars instead of showing extra content, so we'll all have to wait for him to do that.

  • I'm just wondering the same thing, wouldn't it be:

    lerp(A,B,0.5*60*dt)

    I usually just do "*60*dt" in an equation if I forgot to add it previously to something. Though the 60 could be exchanged to whatever framerate you're use to seeing.

  • Having infinite doesn't make much sense, being able to set how much you want is fine, also think of the scroll bars!

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alastair

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Member since 14 Jul, 2007

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