megatronx's Recent Forum Activity

  • There is a chance for our games to play on Wii U!

    read uk.ign.com/wikis/wii-u/Internet_Browser

  • Event page here: https://www.facebook.com/events/273995332709444/

    Made in Brighton: Games Gone Global brings together Brighton's game development community to learn from, and be inspired by, our own home-grown talent.

    This one-day conference for professional or amateur game developers hosts talks covering game design, production, business and more.

    Held in the beautiful Brighton Ballroom, Made in Brighton: Games Gone Global aims to candidly explore the lessons learned from developing games for the international market and beyond, built right here in our city.

    Four of Brighton's most successful game developers share their insights and experience of game development at Made in Brighton: Games Gone Global.

    Jason Avent, Director of Boss Alien

    From Zero to Success: Jason reveals what you need to know about running a games studio. Drawing on lessons from Boss Alien's smash-hit CSR Racing, Jason shares his year-long journey from "zero to a happy studio" with worldwide commercial success.

    Nick Baynes, Studio Head of BigBit

    Balancing creative endeavour with commercial reality can be a challenge when all you want to do is make great games. Work for hire and other business models can help cultivate the best environment to create and own original IP in the long term - but what options are available and which is best for you?

    James Marsden, Owner of FuturLab

    Developing a great game just isn't enough; you also have to convince the world that your game is worth supporting - from publishers tp press and, crucially, gamers. So, how do you do it?

    To be announced: Special guest speaker

    Our final guest speaker will be announced shortly.

    More info and tickets: madeinbrighton.net/games-gone-global/[/i]

  • Looking forward to r100 :) Just posted this find to give some more references for eventual future implementations.

  • Hi,

    I've found some webGL image filters you might want to have a look at. I know they wouldn't become a priority to do but they would be pretty useful.

    webgl filter

    EDIT@ also there is loads of other incredible stuff there too!

  • Having good performance on ios would be a good bonus.

  • You don't need to create event's for the wall. u only need to give it behavior "solid" and that should work.

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  • Hi, just made a little capx file to test the performance since the project I'm making has got a lot of moving objects. If you could run it on your machines and post rough number of objects you can run until fps falls to around 57 and post your specs that would be great.

    http://dl.dropbox.com/u/92935334/test.capx

  • Ok, i need to add that after going full screen in browser with F11 the size of the canvas remains the same since i'm using integer scale. Obviously it must be chrome bug but still it's a bit bad.

  • Rendering size affects performance, the smaller the window the faster it will run. Sometimes it doesn't affect it much, but depends on the computer.

    I thought browser was only up scaling the image? So even if the game is in very low res when scaled to hd it will loose frame rate? Just tested on FF and there is no difference in fps between full screen and not full screen. Chrome is loosing 20 fps.

  • Ok, thanks.

    What about browser things - why after going full screen with F11 fps drops by 20? Any ideas? I'm using chrome.

  • Hi,

    What is the reasonable amount of objects on screen or layout so that people with older machines would still be able to enjoy the game? Does resolution makes a difference? And how can i check how many objects there is?

    On the side note when i do full screen F11 in browser the fps falls from 60 to 40. Any idea why it might be - is it a browser thing?

    Thanks

    M

  • it's cool :) but it's missing something

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megatronx

Member since 25 Sep, 2008

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