TiAm's Recent Forum Activity

  • "Tornaby" is the game I'm working on:

    Right now i am building an autorunner-like game for mobile platforms as a testing purpose with changing levels and huge bosses -

    the actual intention is to finish my long-time turrican/metroid-like game project with these graphical/coding "preparations" one day

    I think i just need hints & tips whether this is the right direction i'm heading to stylewise (no pixel-art e.g., but hand-drawn)?

    There's tons of good stuff on here, but I really really like this for some reason...particularly that thing (???) in the background of the middle screenshot. Wow...good job.

    Pixel art is great and all, but frankly, I love hand-drawn/hand-animated stuff. I think you've got a great aesthetic going here already; I'd run with it.

  • As far as I'm aware, the issue is more with the editor limiting how many icons can be viewed due to windows. Every object has 3 icons (small, med, large) for use in the IDE. So multiple frames within the same object should not be a problem at all. But around 3,000 unique objects and you may start running into problems. So it isn't frames, but images that the editor must display. Disabling the icon cache under Misc. should fix it, though.

    Whoops, wasn't thinking straight there...yes, I think you are right. In that cases the limit is most likely going to be chrome rather than C2.

  • Well, looking at the rest of Ashley's reply, it sounds like this could be seen as a limitation of chrome, or of C2, depending on how you view it.

    On chrome: I would leave a comment on the following thread requesting that chrome be allowed to allocate >6400 images at a time, as long as it is explicitly requested to do so:

    https://codereview.chromium.org/18541

    An even better approach might be to file this in chromium's issue tracker:

    https://code.google.com/p/chromium/issues/list

    As long as you can give a good case for where it would be useful -- and it sounds like you can -- you've got a decent chance they'll change it.

    The comment about 'Windows has a hard-coded limit of about 10,000 images per app' sounded like gobbledygook to me, but apparently it's true. Seems like this could be worked around by having C2 spritesheet objects with 100> frames total between all animations, but that brings us around to the infamously inflexible C2 IDE...I see another C3 feature here.

    10,000 is a lot of frames, but if you break it down it really doesn't seem that excessive...if your sprites average 64x64, with no downscaling -- not uncommon for a pixel art game -- 6400 frames would break down to 16 1024x1024 spritesheets, totaling 64mb of memory...you should be able to get away with that even on most mobile devices.

  • imaffett

    Chromium 38 may be a starting point. It seems to be a point of performance regression across multiple platforms from that version onwards.

    Do you list somewhere which versions of chromium the different versions of crosswalk are based on? I've heard that v10 is based on Chromium v39, but what about v7, 8, 9?

    Tom

    imaffett is from Crosswalk team...can you tweak his account so he can PM?

  • Was already noted here:

    If you don't already know how to save it, do this: Ctrl + J

    (to get to Chrome downloads page)

    Oh, okay, that is weird. I DL'd the last version with chrome, and I didn't see this.

  • This happens sometimes in chrome with exe files. Nothing to worry about.

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  • tumira

    That's a good point. I haven't experimented with the beta versions of crosswalk much, but from what I've read on the forums it sounds like v8 and v9 are affected by this to some degree.

    To tell you the truth, I assumed the bug report linked in this post was 'generic', and was not specific to one build of chrome. Now that I look at it, I can see that it says "OS-Windows".

    I'll post about this in the bug report...maybe we need a new, more generic bug definition. :/

  • Basically, we can do this now by placing a 9patch on it's own layer, then scaling the layer. However, this is a pain if more than a couple 9patch objects are onscreen at once.

    I'm not talking about resizing a 9patch either, since that changes the proportions of the image. I'm talking about scaling a presized 9patch up/down.

  • Well, it may be a third party plugin -- and a commercial one at that -- but I've heard good things about Quazi's Q3d plug:

  • > Kyatric

    >

    > Can we pin this post ?

    >

    It already has Google's attention, we now need to do this:

    Yup, it does take a little more time, but this info is what the devs over at Google really need.^^^

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TiAm

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