stefanos's Recent Forum Activity

  • dynamic lighting/shadowing/volumetric 2d lights

    check this out https://twitter.com/Scirra/status/46735 ... 76/photo/1

    Blur mask shader. Would be cool to fake DOF in isometric games, or add instagram style DOF faking.

    +1

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  • Yes i noticed the same (probably) memory issues that you have that's why i posted here..

    but i added the speed comment cause my game runs faster on IE inside the emulator rather than the actual universal export ( but i have to investigate further the situation )

  • Ashley I did some research and tell me what you think.

    Here are the specs for Windows Phone 8

    http://msdn.microsoft.com/en-us/library ... 2(v=vs.105).aspx

    Could be looking at a range of 150 to 300 at as a limit.

    I ran the mem profiler all over. C2 Says my game is at 90 megs, Chrome says the same +/-3.

    In VS2013 my profiler says ~90-120m opening, and then when I click the button to change layouts it go way up to 180 and exits. That is with the small phone (512 emulator). With the large phone my game starts at like 120 and pegs 360 when I change a layout.

    I do decent garbage collection, so i have a constant rate of items being created/destroyed so there isn't a run away process.

    My result is this, the new universal app uses a lot more memory than expected from C2. What are our options?

    I'm currently running some early tests of my game (+-10 physics obj on screen) for windows phone 8.1 and i might have the same problems.. I thought the universal export would be far better speed-wise than windows phone 8,

    And one question: the VS2013 emulators are exact replica of the phones or they might have differences depending on your desktop , and is there a way to "calibrate" them ? cause I have not actually used a windows phone before and the windows phone 8.1 update is fairly new

  • Really great job christina I like it a lot, especially your pixel art

  • for anyone interested famous is now opensource https://github.com/famous/famous <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • http://www.ubergizmo.com/2014/04/google ... web-rumor/

    What i find interesting about that:

    [quote:1za67us9]The plan is to allow HTML5 apps to be integrated into native Android apps and the Android platform itself.

  • what about the "GREAT" splashscreen ?

  • Amazon Fire TV lineup trailer. that's nice

    http://www.youtube.com/embed/ZlVLhqj1weY

  • If visual scripting is what you're searching for i would suggest Gamedevelop http://www.en.compilgames.net/ for linux. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • Oh, and Arima - you argue "there's too much uncertainty", but with a native port you'll have uncertainty over supported features instead. As I said before, a native engine is not going to be a magic bullet where everything works perfectly, it will tradeoff performance for other porting incompatibilities.

    I also absolutely cannot see why examples of single bugs like memory management is an argument for the extraordinarily expensive and time consuming development of native engines. It is *obviously* much easier to fix those problems first before even considering it. This is an ongoing work in progress, but we will get there.

    With modern devices with an up to date browser and OS, performance is already outstanding: as I said before my Nexus 5 can outperform some of the desktop machines in our office on some benchmarks. There's an argument to make a native engine to support older devices, but a native engine could easily take so long to develop to maturity that the next generation of phones and software updates would have already filtered down and far reduced the problem. This already happened with desktop. I dread the idea that we spend a year holding up everything else to write a native engine, and then by the time we're done HTML5 performance on mobiles is not a problem. What a colossal waste that would be!

    Ok Ashley i agree with you.. in 3 years the most phones would have 2-3gb RAM very fast CPUs better HTML5 support etc.. but with my comleted games now ? That's my only problem with this engine and the main page promises.. Just waiting for Intel crosswalk updates ( when ? how much longer ? I wait from the 1st day for the mobile exports to be REAL ..) or a native exporter from some hero..

    (A little too intense here but please forgive me, everyone has it's dreams and this is the only way to push construct 2 development the way i need it )

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stefanos

Member since 7 Nov, 2011

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