Aphrodite's Recent Forum Activity

  • Aphrodite - are you testing full screen in a browser or are you exporting the object? I have never noticed a difference between full screen and small screen unless you are upscalling via high quality and then that is just a function of how many pixels you have to draw each frame. (if you have a monitor that is 2000,2000 and you have 8 layers that force own texture... well, that is alot of stuff to render).

    Was not my game, I guess it was the default settings aka high quality.

  • Nice, plays fine on my tablet, would not mind having an indication on where the shock happened though

  • On my old wheezing laptop, webgl off produced smoother scrolling than when it was on...

    So I just did a rather unscientific webgl on/off test on the layout I'm working on - and webgl off is smoother by a country mile (Intel HD4600 and i7 with more RAM than I will ever need). That's not right, is it?

    Edit to add that after 10-15 secs the webgl on scrolling becomes smooth, it's only a visible issue at the start of the layout.

    WebGL adds some overhead on the JS part, that would confirm the Garbage Collection then.

  • I saw that problem in the past actually, and I think GC is the culprit, as I remember some updates lowering it a lot in some of my projects, I would say it is possible to fight it (I think it is:

    Duration of a tick min(1/Vsync, (time took by the GC when it cleans up+max(time for rendering, time for logic))), so if we can have guidelines on how to reduce the amount of garbage, and if some updates helps with that, that could be done.)

    Also, that would mean that an higher end computer will not see the problem as much due to the speed of rendering and logic, so if you do not sees it, that could be why, but this problem exists.

  • I heard it would be used on phones too, but may be just rumors.

  • Are you talking about the webGL effect? If so, I would recommand to check if webGL is supported via the system expression renderer after exporting.

  • Another thing I experienced, that is not related directly, but is still graphic and performances related, is that a fullscreen game will be far more unstable fps wise than without being fullscreen, buuuuuuut I tested that on a computer with a 4 years old graphic driver, so I would think this is not useful in any way retrospectively. (Just to say, that without webGL, scaling the game seems to be more intensive, it was hardware accelerated as far as my browser said)

  • Hum... I wwill say that, since it seems to run on android, that could have a nice potential for everyone, but they seem to advertise it more as a TV Box more than a casual console (most people will use it as a way to have a connected tv with a known environnement I would assume), but I will keep an eye on that I think.

    Thanks for sharing.

  • Well, if you have time, the what you may have missed is a lot of help

    what-you-may-have-missed-in-september-2014_t116682

    But I would say, as I think that was 1 year ago (?), that those caught my attention:

    Debugger in preview

    Tilemap object, as it name implies, it lets you use tilemaps, it is also compatible with Tiled

    Crosswalk for android export, and recently ads and I think IAP for it and phonegap

    Drop of cocoonJS support for obvious and already detailed reasons

    Filechooser object for html5 (and so for other exports too)

    Video plugin

    global layers

    performances improvements

    some improvement on the ide

    Also phonegap is worthwhile in iOS 8, and will be also worthwhile in android 5.0 L (android lollipop I think is the announced name of it)

    Sorry for throwing everything like that, I would suggest going through the different releases changelogs of the stable versions for more details

    https://www.scirra.com/construct2/releases

    Welcome back, and hope the come back will not be too hard.

  • Actaully, skelooth has a point. Back when computers had VGA graphics, car racing games had a fps of 16 or 20, and there was zero problem playing them. Of course, none of those games would work on modern computers, and look like trash if they did, but it does show that there's more to it than just fps.

    The system in that case had the time to do everything, there was no slowdown involved, thus it was working as expected, varying framerate is the problem in our case I think.

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  • I can think of the pin behavior, in "Rope" mode, if you do not need physic interactions, that would work

  • ludei : so, the link to report issues with the plugin is https://github.com/ludei/Construct-2-plugin I would assume, but should we also use it for general issues with CocoonJS and C2? (If so, could you add the link to your signature so potentially new users that sees your posts knows where to search?)

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Aphrodite

Member since 20 Dec, 2011

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