firebelly's Recent Forum Activity

  • Aside from +1 on Ouya support and memory managmenet, an alternative to the cloud compiler would be nice.

    I think it's really hard to monetize on this type of service. They may start off this way and expand later.

  • I think the two big ones will be:

    Ouya (and gamestick) Support

    WebGL timeline

  • Yeah that what I was thinking, keep the ideas coming!

  • I might have a chance to go talk to the Ludei folks in SF at a meetup. Is there anything I should bring up face to face.

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  • any step forward is a step in the right direction.

  • I had started talking with ouya before they did the kickstarter. They were interested in helping the HTML5 community.

    Here were the last communications I had, maybe he is the one to talk to first.

    Muffi Ghadiali <<>oty@ouya.tv>

    I would connect with you on this. Let's chat after our Kickstarter campaign ends.

    Muffi

  • See Best Practices. You should definitely not use lots of big images like that, not because it's slow, but because you'll run out of memory.

    Perfect, I am going to stick with 500x500 for now and try 256 if it helps :)

  • I've put 50.000 sprites with 5000x5000 pixels in size at some point - it basically destroyed my browser :D

    ...but before that with 5000x5000 I had steady 60fps with something about 1000 sprites on screen.

    So I guess I'm really talking about how the system handles the size of sprites rather than count. On mobile and desktop. If I have one giant sprite that I move around rather than 10 smaller ones.

  • Has anyone done any perf testing on desktop and mobile in regards to background tiles?

    Lets say I make a background map that is 3000x3000.

    Ideally I would break that up into smaller chunks so the system can render less stuff that is offscreen.

    To that end, what is the right size?

    256x256? 1200x1200?

    How big of chunks should I break my 3000x3000 image up into.

    These are not repeating pieces so tiledBG is not an option.

  • Slow and steady!

    <img src="http://25.media.tumblr.com/559406341bc17290ae358d67639387d8/tumblr_mhqg7hapJA1qa8z42o2_400.png" border="0" />

    <img src="http://25.media.tumblr.com/74612848abed37d422ce2234fe182e08/tumblr_mhqg7hapJA1qa8z42o1_1280.png" border="0" />

  • Hello fellow .net prisoner! What platforms are you looking to target? If it is just XBox and Desktop, XNA is still your #1 bet for your skill set and requirements for multiplayer. Azure makes a good target for a game master server. If you fancy yourself looking at mobile platforms more, you need to check out Unity3D. Ignore the 3D part... it can do 2D pretty well. The thing about unity, it uses C# for scripting. So you should be ready to go for that. Large learning curve on both. But it is worth it.

    If you really like C2 as much as I do, you can try and make it work for multiplayer. It will be very tricky, and you will have to master jquery. But THEORETICALLY, you can have C2 call jquery functions to talk to you master server for multiplayer.

  • Chromium already supports the gamepad API - it should work with XBox 360 controllers - but certain other kinds of controller need special support from Google, I think.

    This is my issue. It's really not fun to tell a user they have to go buy a new 40$ controller because for some reason only 4-5 controllers are supported well. I had been talking to the guy who manages the code for it, my intention is get to the real source of the issue and see if there is a realistic solution. It may be to have people use a plugin like the x360 emulator or to just add more robustness to the gamepad API.

    This all stems from the fact that I have a bunch of really good (main stream) controllers here at my house, yet only one works. I want to try and fix that and make the experience more clean

    End Goal: No matter what joystick you plug in, it will work. This benefits HTML5 and it benefits C2 and most of all, the user.

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firebelly

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