Somebody's Recent Forum Activity

  • Some graphics cards will not support textures larger than 2048x2048. It could be desktop systems, could be mobile GPUs. Best bet is to stay under that limit, should be plenty of detail for most cases (that human eye can distinguish). Or, if you must just build the background from two (or more) parts?

  • I believe pre 42 builds of Chrome had this fps rounding weirdness. It would sort of luck onto a fps and just stay there.

  • You'll have better chances if you share some examples of your art - since you lack the rep to post links just add spaces or such and do show something.

  • Give your bullet some sort of a life gauge instance variable and subtract from it when overlapping the object it hits. Spawn explosions every .x seconds, destroy bullet when it's life is over or under a limit.

  • You could mess around with events, but this behaviour is just perfect for that sort of thing:

  • You need to use the Seamless effect for seamless results

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  • Hohoho, a practical use of the Drop Shadow shader, neat™

    Awesome job on the parallax, gave me some ideas. Are you making a game like this or was this all just for the test? Either way, awesome job. Perhaps I should make my little test thing into a benchmark as well, but with a different focus on object count.

    I get 40+ fps in Chrome windowed and steady 50 fps full-screen. It feels quite smooth on this old little workhorse:

    GeForce 9800M GTS

    Intel Core2 Duo CPU P8400

    4.00 GB RAM

    Edit: Sony Xperia Z ultra gets ~11fps in portrait and smooth ~28fps in landscape - which, I guess, is a very good indicator that fillrate affects the fps in this case.

  • Picking only a known object by UID makes sense as otherwise how do you know what parameters are available? What behaviours, what effects, what instance variables? How do you code for that?

  • Is that what I think it is under his coat?

    Also that explode animation is neat™, but those upwards moving particles in the last couple of frames seem a bit out of place.

  • For 2d, I believe C2 can fulfill almost all needs

    As long as those needs don't involve the major consoles, jitter-free solid framerates, dependable audio and so on and so on? C2 is awesome for quick things and in good hands for larger projects, but I suspect it's not going to be on the same page as Unity and Unreal Engine in the foreseeable future.

    If there's a chance to learn one of the major engines out there with some pros I would jump on it, especially if you are a programmer.

  • Try setting downscaling to low or medium (Under View settings) - should never really use high.

  • It's basically your graphics card/its drivers - if you have the latest drivers and problems persist then your hardware just doesn't cut it.

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Somebody

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