cesisco's Recent Forum Activity

  • Hi, I just found some strange performance issues on mobile browsers when you rotate layouts or layers with Tiled Backgrounds in the project.

    Maybe these issues are related to my mobile devices, I don't know...

    Layout rotate test

    This example consists in rotate the game layer by 45 degrees steps, every 5 seconds.

    Objects in the project:

    -WallTile (64x64 Tiled Background)

    -Sprite with bullet behavior

    Issue (iPad 2 safari)

    By default, everything is smooth(60FPS), but if you go to WallTile image editor, and resize the image to 4x4, the performance become really bad when layer angles are not 0,90,180 and 270, with FPS around 13/14FPS.

    Smaller power of two Tiled Background image result in horrible performance at specific angles.

    I was wondering if anyone could take a look and test the example, and share the results.

    Thx

  • lennaert Beaverlicious

    Hi guys, somehow I missed all of your posts.The link is live now.

  • Hi imaffett,

    Can you estimate when CW11 will be live in Intel XDK?

    Can I expect weeks or months ? I am stuck with this for about 6 months.

    I have a big 4 digit offer for an exclusive license for one of my games, but I can't wait another 6 months.

    I know you guys are working hard to solve the problems, but I just need to know if it worth to wait, or I have to find another solution?

    Thanks.

  • Ashley , maybe a sticky thread with all the links to your reports would be useful.Not to spam them, but just to follow.

  • Well, I found the relevant bug report:

    https://code.google.com/p/chromium/issu ... ?id=424174

    With the jank issue, we managed to push bug 42200 into the top 25 bugs on the chromium tracker, by star count. That's out of 72,000 open issues. It also got the problem mostly fixed (for now... <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> ).

    Maybe it's time for another round of 'let's nag Google'. <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    It seems a good tactic <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • TiAm

    OK, but maybe we have to fill a bug report in Chromium, I don't know if anyone reported this to Chromium.

    The only way to measure lag is to shot a video(see my video), import to a video editor, and each frame of delay between the action in C2 and the sound represents 33ms for 30FPS videos(1/30*1000).

    I only have 2 Android devices rigth now, but we have to know if this affect all Android devices and OS version, because Ashley said his Nexus 5 was fine.

  • Yeah, I still get this on chrome mobile, and also on crosswalk export, even with version 7. I've been meaning to file it as a issue on the chromium tracker, but just haven't got around to it yet.

    It's odd too, because I can pretty much go nuts with web audio effects (and I don't have the greatest android device), but that lag just won't go away no matter how much I strip things down.

    I wrote this post back in June 2014, and it seems that the problem still exists in Chrome for Android and Crosswalk.

    I made this

    with lag measurements.

  • Great job on this nice seeing my assets in action!

    Thanks, but your assets makes everything look better than it is

  • 1000x1000 should be doable since its just one instance.

    Then again you do have to take the time needed to generate everything into account.

    Dunno, aim for half that maybe.

    Yeah thanks, I tried , but I found very tricky to do the isometric projection with tilemaps, maybe I'm doing the wrong way.

  • Do you mind to share your CAPX buddy?

    Hi Beaverlicious, the capx is now available in the first post.

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  • Yeah, way too much to do in tilemap, but you could do huge cities... in theory.

    Still nice job on the gen, lots of variation there.

    I'll give it a try with the tilemaps.

    What do you think "Huge" is, in terms of array size?

  • Do you mind to share your CAPX buddy?

    Hi Beaverlicious

    Sorry , I'll not share this capx, because I did this in a hurry, and a lot of chunks of events are a shameless copy/paste from other users example capx, and is really a mess.

    Now I 'll do it with tilemaps, with extended areas like rivers, forests and so on, and maybe I can turn this into a game.

    But I can point you to some tutorials that covers the main concept, and you can achieve something like this.

    Build the layout as you would generate a dungeon, but corridors are roads, rooms is terrain for houses, and walls are the place for trees.

    https://www.scirra.com/tutorials/1123/smarter-procedural-roguelike-dungeon

    https://www.scirra.com/tutorials/746/auto-tile-using-sprites-arrays-and-a-bitwise-method

    https://www.scirra.com/tutorials/1169/basic-isometric-projection

    But if you have any doubt, ask me please.

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cesisco

Member since 2 Feb, 2010

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