firebelly's Recent Forum Activity

  • IE11 is much faster, but I'm talking memory here and not CPU speed.

    VS2013 has bunch of new emulators. They are pretty close to the reference phone sizes.

  • FYI, Ludei expressed interest in the work you all are doing, can someone make a list of all the forks and what they have in them and which ones are stable and which ones are just for playing?

    They want to take a look at what you area doing.

  • I've heard from multiple sources that CocoonJS can't handle images over 2030. I opened up the export of my project and I had some images in there that were squeezed into a spritesheet. They were only 800px high in project, but the sprite sheet landed at 2048 which is over the 2030 limit. Do you think we need a check on the CocoonJS export for spritesheet size, and throw a warning to the user that some spritesheets were too big?

    I'm not sure if this is a real issue or not.

  • 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 assume it will have a tiny impact, there has to be code that changes which sprite is visible at that frame, but honestly, you have bigger problems if you are trying to get to that level of perf tuning.

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  • Do you mean direct scaling or moving around objects to scale the screen right? You need to do the second because...

    Because the iPhone 3, 4+ and iPad all have different screen sizes.

    Because the Android OS has like a ton of different shapes

    Because Windows Phone has 3 different sizes.

    Coding for one and hoping it will look good on all is a big mistake.

  • Is there a limited to how tall a sprite sheet can be? Someone mentioned on the forums there, it can't be over 2000 or something close. But C2 creates sprite sheets larger than that. Is there a way to force C2 to making smaller ones, just to test? (Like split up a large sprite sheet instead of make a massive one)

  • Quick note, I'm trying out the new Visual Studio 2013 Javascript tools, but I'm having issues with it. The debugger seems to exit before the tool can catch anything, I'm going to try some different settings with the exception handling. Also when I try to collect the heap with VS2013 it just spins and spins forever. Not sure if this is something with the way C2 works once compiled or if VS2013 isn't ready yet.

  • Ashley I also ran it through the debug mode. It starts as ~92 megs of images it says and never really deviates from that. Objects hover around 200 max and I keep cpu under 3-5% (i know that doesn't mean much)

    Point is, I don't see any memory leaks, so I'm not sure how I'm running out of memory. Again, on CocoonJS, I don't see this.

  • Rule #1 of building software for app stores, etc. Don't read the comments. Unless it's a bug report.

  • Any ideas how to debug this? How do I determine what is causing this crash?

    Seems to crash when it hits this

    k.getContext("2d").drawImage(this.ja,a,b,c,d,0,0,c,d)

  • Has anyone seen what this plugin offers over the previous one for 1.4.7?

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firebelly

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