Davioware's Recent Forum Activity

  • I don't find a 27 fps average for something as simple as space blaster to be a good result. At all. On mobile: understandable, but on a 360? It's terrible, even if it's through a browser. It seems the performance should be better even if MS is too stubborn to support WebGL. Watch them come up with "DirectX: Live" soon, just to stay relevant.

  • "Old School Graphics" is not equal to "Masterfully crafted low res Graphics, Like Zelda, DK, Mario, and all those nice looking classics"

    It's just a meaningless marketing term. There was tons of crap low-res back in the NES/SNES days too.

    Bad graphics are bad no matter what the resolution. You see poop come out of MSpaint, and you see high-res Photoshop poop. An artist is an artist, and if he knows how to draw, it shows. People look at pixel art as if it's some kind of skill different to classical drawing.

    More people have access and know how to use MSpaint = Predominantly MSpaint poop.

    Also, Advantages to low resolution:

    Rendering a smaller area uses less gpu time: The game can run faster and do more than a high-res equivalent.

    It's more abstract in general, hence can be more "realistic", depending on style. Just as a book is photorealistic (in one's mind), pixel art stays just far away enough from attempting to simulate reality, and the player's brain interpolates the heavy lack of information.

    As graphics become increasingly defined (and thus, high-res), the users brain tries to match the larger dataset of pixels against the "ideals" it has for that object. Thus, any small errors in perspective, line width, shadow depth, facial spacing, add up fast, and all those non-matches equal what the average person defines as "Bad Graphics": graphics which miss so many "matches to their ideal" that they break imagination and continuous thought. "Mobile Style" High-res, like angry birds, Cut the rope, etc. Is just a high resolution implementation of Low-res abstraction, if that makes any sense to you (simple shapes and shading). That's why they all look cartoony, because to approach realism at higher resolutions is to increase potential missed matches and "bad-graphics-ness".

    Achieving the maximum available realism (for any given resolution) increases exponentially as you increase resolution.

  • If your game is complex, rendering might not be the only problem. Anything involving intensive loops will heavily impact performance. The events that you should be particularly careful with are ones which are computationally expensive, and are called every frame. For example, a loop that iterates through 500 sprites every frame, and then checks collisions with each one against 4 objects. You should absolutely try and optimize events like these, because "1" simple expensive event like that might cut your fps in half if left unoptimized. It's not the number of events that matters, it's those which are expensive, and those which are called every frame.

    "Things working great" is entirely platform specific, so those 1000 events you removed might not have an impact on a fast machine, but you'll notice a difference on slow hardware.

    You see, each machine has a critical point where your events (or game engine: i.e having too many objects existing at once) start using too much cpu time, and it drops below 60 fps. Any optimizations made when above this point are unnoticeable, because 60 fps is the same as 100 fps, or even 1000. Your screen only runs at 60 fps (most do), so anything faster is not noticeable, in practical terms. But once you drop under 60, the game is "lagging", and isn't running at full speed. If you develop on a fast machine, the critical point may be so high that you're unable to see any poor performance, even if your code is horrendous. Switch to a slower machine and you might see a difference.

  • I just created a blank .capx , added 2 sprites, it worked. added events to make them rotate every tick when touched, it worked. added a tiled bg, it worked. Added text object, error thrown. Removed it from layout (it was still in the project though) and it worked fine again.

  • Tested on Nexus 7

    Native Exception calling JSFunction. Cause: Java Exception with message 'divide by zero' at virtual com::ideateca::core::Dimension2D android::com::ideateca::core""util::AndroidStringUtils::meausreText(const std::string&, const std::string&, float)

    const:196 Tag: timer Function: function () {self.go();)

  • Simply having a text object on the layout causes the project to throw an error in the CocoonJS launcher.

    Might want to tell Ludei.

  • Found it: simply having a Text object on your layout breaks CocoonJS in R103.2 on Android 4.1.1 - I don't know if this is specific to R103.2 or whatever, since I only tested with this version on this device.

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  • Ok, I got a different project to work without errors. I'm currently searching for the reason it wasn't working.

  • Hi guys,

    I've recently just begun testing C2 on a Nexus 7 tablet using CocoonJS. I have a very simple project set up for testing (5 events, a few sprites). I can get the project to export, and it can be run on the device with CocoonJS, but it throws an error everytime in debug mode. The game displays some of the graphics, but the events don't run at all.

    This is the error:

    Native Exception calling JSFunction. Cause: Java Exception with message 'divide by zero' at virtual com::ideateca::core::Dimension2D android::com::ideateca::core""util::AndroidStringUtils::meausreText(const std::string&, const std::string&, float)

    const:196 Tag: timer Function: function () {self.go();)

    Using Build 103.2

  • Quaziblobs patent infringement!

  • TowerClimb's there.

    steamcommunity.com/sharedfiles/filedetails

  • There can't be a combined version because it's a two pass shader. Maybe I'll make an improved angled blur in the future.

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Davioware

Member since 25 Sep, 2008

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