EyeHawk's Recent Forum Activity

  • Hey Ashley, yeah I downloaded the most recent release (v5.1.7). It's not a problem to me though, as from looking at various stats Safari Users account for around 5% of all users globally (Mostly Mac). On top of that Mac/Safari Users can turn on WebGL, which I'm guessing will solve the problem. That just leaves PC/Safari Users in the dark, but then they are an even more minuscule group (probably less then 1%).

    On the other hand, I tested out a C2 game quickly with the most popular browsers IE9, Chrome, & Firefox and all of them play beautifully, so I think our most important bases are well covered.

  • Just out of curiosity, what's your budget for this project and what are the payment terms (e.g. time and materials, fixed price, etc)? Do you have a full set of requirements/specifications that state how the game is played?

  • Hi Guys, I did a bit of quick reading, and it turns out that Safari doesn't have WebGL turned on by default. Also you can only do this on Macs (under the developer menu) - PC Safari doesn't allow you to change this option. I'm going to find someone with a Mac to see if having WebGL turned on will fix performance issues.

    I also noticed the horrible performance of C2 games on Safari PC, but then I noticed when I browsed to other free HTML5 games on the internet, that they wouldn't even open. One of them even popped up with a message suggesting that I only use Firefox or Chrome.

    Has anyone tried playing the games on Mac Safari with WebGL turned on?

  • Hi Guys,

    I'm looking for a bit of help.

    I'm currently working on a simple puzzle game. Blocks are pushed up every 3 seconds, and if any reach the top the game is over.

    To eliminate blocks, you double click on groups of blocks. Any block with at least 1 like block adjacent to it is destroyed.

    There is gravity, so blocks will naturally fall to the bottom of the screen

    I've got the basic game play down now, but one other mechanic I'd like to implement is sliding the blocks to the middle of the board if there are ever any gaps on the bottom row, so that blocks will always get clumped into the middle like in this image:

    <img src="http://www.learnrec.com/ForumImages/PuzzleProblem.jpg" border="0" />

    Basically the columns blocks should slide towards the middle of the screen, so there should never be any gaps horizontally between the blocks.

    I've tried all sorts of things, but I can't seem to get this to work - I'm pulling my hair out.

    I've also included a capx.

    dl.dropbox.com/u/65326552/DemoPuzzler.capx

    Any help would be really awesome - thanks guys.

    EH

  • Aha, I think that may do the trick! I'll use the private variable technique. Thanks again Rex

  • Hi Rex, thanks actually that answered another question I had.

    In my original case though, I have two sets of rules like so:

    <img src="http://www.learnrec.com/ForumImages/PotblockActions.jpg" border="0" /><img src="http://www.learnrec.com/ForumImages/TomatoblockActions.jpg" border="0" />

    Both rules are identical, but the objects involved are different.

    It would be cool if I could turn the actions into a function, and then pass it either [TomatoBlock & TomatoCross] OR [PotBlock & PotCross].

    I can't use families in this case as the tomato actions would affect the pot objects and vice versa.

    I don't suppose there's a plugin that does this?

  • Great work Rex, love the function feature - I'll be using it for just about every project from here onwards.

    I was just wondering, is there a function that allows you to pass objects/sprites to it? I seem to have to copy & paste quite a bit when I need to apply the same rule types to different object/sprites.

  • Excellent many thanks for the heads up Ashley! I missed that when I scoured the search results over the weekend.

    There are some good tips in there, including having too many physics objects which could be causing some of the slow down in my case. Anyway, looking forward to directCanvas. Keep up the great work! <img src="smileys/smiley4.gif" border="0" align="middle" />

  • Hi Guys,

    I've seen a couple of threads about phonegap and performance issues, but I'm still hunting around for something that could help me improve performance. Currently they're so slow that they're unplayable.

    The first thing is, from what I read so far, the performance of the exported PG (phonegap) game will be the same as if you played it through the browser. So I guess it would be the easiest way to test for performance initially.

    But aside from that do you guys have any tips or tutorials on how to optimize performance specifically for Phone Gap?

    Even the simplest of exported games seem to run unplayably slowly on my samsung nexus and the emulator (Android virtual device).

    Thanks

    EH

  • Actually don't worry about the above question, I'll repost as a question to avoid hijacking the post <img src="smileys/smiley9.gif" border="0" align="middle" />

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  • Congrats Sugart, the game plays very smoothly on my nexus:)

    Do you guys have any tips or tutorials on how to optimize performance for exported games from Phone Gap? I've exported some really simple examples, but they run like a dog with low fps. :(

    For example I grabbed and exported Kyatric's simple ipad motion demo from here: scirra.com/forum/ipad-platform-game_topic47735_page2.html

    and even that runs really slowly.

  • Aha! Thanks Purple, that did the trick!

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EyeHawk

Member since 25 Feb, 2012

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