TiAm's Recent Forum Activity

  • Paradox

    A whole game in two events. Love it.

    700 events is pretty impressive for an RPG. Must have been a hard decision to junk the original and start from scratch.

    Ah, the power of a second draft.

  • Browsers are going to keep breaking from here to forever. What gets me is Ashley updating to a version of node that had severe, obvious problems. And sticking with it for no apparent reason (It has 64bit export! More bits!).

    It's easy enough to swap, but we shouldn't have to bother. I've said it before: C2 ought to commit to maintaining compatibility with the last 2 or 3 versions of node-webkit.

    Intel XDK, for example, allows you to export with stable, beta, and alpha versions (all based on different versions of chromium). IIRC, you can also choose to export using older stable versions. Bottom line: you have a choice.

    It's worth saying that chrome 39, the current stable, isn't bad. It's not completely smooth, but it's not as inconsistent as Canary, which, in its defense, is an alpha release.

  • Work fine for me on r190. Here's a dead simple wrap capx:

    https://www.dropbox.com/s/0jy4m85dd5idl ... .capx?dl=0

    But if it were malfunctioning, bug reports go here:

    bugs_f151

    In the future, try to finish all your wrapping before Christmas. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • For testing this is fine. But I wouldn't dare release a finished product this way. The reason that node hasn't switched over to the newer lib is that it isn't fully compatible with the old one. Editing the configuration to work with the wrong library will work, but could easily induce glitches and bugs.

    If it was an easy fix, it would have been fixed. Sadly, we just have to continue to wait on reliable linux deployment.

  • Healer Quest, the game I just finished, is... 23015 events. ^^'

    Jaw = floor.

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  • This is an amazing bit of work. Seems to run smoother than box2D!

  • Prominent

    Just look at my original post. All you would be doing is copying the mac files instead of the ones for windows.

  • Ashley

    Come to think of it, you're right. For some reason I thought space blaster had a couple webgl effects attached, but I guess it doesn't.

    GameThirsty

    Not fillrate; space blaster uses no webgl effects or large, transparent objects. My mistake. However, if you were piling on some webGL effects/large transparent objects, I'd watch out. But you are having some other problem.

  • Ashley

    His phone has a resolution of 2560x1440. Space Blaster defaults to high quality scaling.

    He's trying to push around almost 2x the number of pixels as you are on a Moto X. Fillrate issue.

  • Might be something else going on. Your device is way more powerful than mine, but I'd estimate I was getting around 30-40fps in space blaster myself.

    My guess is that it's your device resolution. 2560x1440 is a crazy number of pixels to push around, even on a desktop, much less a mobile. If you are using high quality scaling, you are wasting a ton of GPU rendering pixels you'd need a microscope to see. Try:

    Fullscreen in browser: Letterbox scaling

    Scaling Quality: Low Quality

    Game Resolution: Leave at 960x720. If you want it sharper, try 1280x960, but IMHO it would be a waste.

    Sick phone, BTW.

  • Am I the only one who finds Firefox unusable due to random, severe lagging/janking? I'm not talking about a little here and there, I'm talking about terrible stop/starting and dt varience, even with relatively simple projects.

    I see the input lag in Canary. At first I wasn't, even with my 'torture test', a bullet hell shooter with > 2000 objects onscreen and a couple webGL shaders. No lag, 60fps, on my lowly HD4000.

    However...my project resolution is low. Like, 800x600. Scaled it up by 2x, and lo and behold, there is the input lag. Plus, janking and jerking...things look terrible even at 40-50fps.

    Tried in IE11. Surprisingly...it still looked pretty bad below 60fps. However, there was no input lag. Scaling the window down, everything is smooth again.

  • Umm...yeah, something is certainly wrong.

    FYI, the text object is pretty demanding (I know that sounds bizarre, but it's true). If you are updating it every tick, use a spritefont instead. From the man himself (search for 'text'):

    https://www.scirra.com/manual/134/performance-tips

    What about trying a real game with an exporter? Have you tried a test export of space blaster? Throw an fps/cpu meter on it (remember, use a spritefont) and export it. You could also print out the renderer; if it says canvas2D, then something is amiss.

    For comparison, I have a much lower-end device -- LG Ultimate 2, Snap 205 1.2ghz, Adreno 305 -- and get very playable framerates in space blaster, even at it's most intense. My current project is using a couple webGL shaders and up to 50 onscreen objects, and hits 60fps consistently.

    Also, I'm not seeing a great deal of difference between CocoonJS and crosswalk, but that may just be my projects.

    Chrome could be causing a problem too...I haven't tested Chrome mobile extensively, but on desktop v38 had poor rendering performance that led to unstable framerates and 'janking'. This may have affected mobile as well.

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TiAm

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