firebelly's Recent Forum Activity

  • I was more thinking about https://www.scirra.com/tutorials/247/how-to-preview-on-a-local-network/page-1 if it is possible

    Yes, this is what I use for testing.

    I export to a local folder (using cocoon export) and share with mongoose web server, then just reload the zip each time. This gives me as close to a real release as possible with least effort, plus C2 can be open or closed.

  • I suggest you do a preview over wifi of your game if possible (cocoonJS can do that, I don't remember the procedure correctly though), with the debuger enabled (the url should be something like http://XX.XX.XX.XX:50000/debug )

    The debuger could help you to see what is the problem

    So the default cocoonjs debugger tells me a couple things, warnings, actions, errors. There is a profiler inside CocoonJS Launcher, but it only knows how to deal with native commands. So if you open up the logs from the launcher, it will be nothing but more low level api calls. See here: http://support.ludei.com/hc/en-us/articles/200767218-Profiling.

    If you look at this image here

    You will see the slices are great for telling me where the slow draws are, but they have no meaning to me in Construct 2.

    In C2 I know "Fighting Methods", "Touch Methods for Puzzle".

    I'm looking to get to that level.

    Secondly, I am testing on slower phones, so my PC shows GPU/CPU always at like 0.1 - 4% max. That never translates to the phone equally.

  • I am using CocoonJS for iOS and Android. I tried using Crosswalk and found the performance to be un-usable. On an iPhone 4s, I get great solid 30 FPS performance. On the Samsung Galaxy S III. I get ~28 FPS, but huge drops when I take actions in my game. Down to 5-7 FPS.

    I want to add performance counters into my project so I can see exactly what method/function/timer is doing this.

    I am not using physics, there are no more than 100 sprites on the screen and I am not using many if any effects/particles.

    On the PC it is always 60 FPS. The issue is mainly older android. But this is also a platform I can't avoid.

    Any tips for tracking down very specific perf issues?

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  • If you look at the pin code, I'm pretty sure it's doing almost the same thing. Basically instead of every tick, it runs right after a tick, so when objects move, it adjusts it. It isn't Event driven if that is what you are asking.

  • Were stickies / pined topics lost?

  • WebGL effect - Replace color.

    You select the RGB tone to replace with another RGB tone.

    This only works if you know the exact RGB values inside the sprite, right? Lets say a sprite has antialias, blur, etc. There could be 200+ colors on something simple for every shade, I still think HSL is the only way. I was just looking for any tips, tricks or approach.

    But yes. I could use that easily if I had draw the sprites to exact colors and planned for it in advance, but I didn't :(

    Lets say I had a penguin. I could easily make it look different if I just switched out the black portion. But on my sprites, I have purples, greens, reds, pinks, etc. There is no way to account for the colors unfortunately.

  • I know there are plenty of color shifting effects at my disposal, I was curious if I could get some help making it look right.

    I have a monster sprite, and I wanted to make it look like a different one, by changing the color a bit. I tried most, but the closest I could find that works is the adjust HSL, then randomly changing the H. But this tends to create odd color combinations. Should I just keep playing with the saturation and luminosity?

  • trollface

    As far as I'm concerned, at the moment it works on Android and iOS ... And WindowsPhone 8.1 update will bring Internet Explorer Mobile 11 <img src="smileys/smiley2.gif" border="0" align="middle" />

    When I get my hands on the 8.1 SDK soon, I'll let you know.

  • Also just reminder to always use dropbox or similar for back ups. If not that use Github. It will save everyone heartache :(

  • I just went through this. I used a couple techniques, a couple are already mentioned.

    I use a centering device, it's a sprite that I pin all my UI objects to, then I set the sprite to scrollx, scrolly. This usually centers it nicely on the phones.

    Anchor is also really great, although it flickers for me, and I'm still working on how to fix that.

    Make sure your backgrounds are large enough for all devices. The easiest test is to load it in the browser, and resize the browser and hit refresh, if it looks good there, it will be nice in any phone.

  • firebelly

    Bump ! :)

    If it's too long to create a capx just explain in simple words here :)

    Ty !

    I'm going to try and rope in Ed again and clean up the effect so it doesn't need a tutorial. I was originally hoping someone could take over the code, but that's ok!

    The radialglow is really the closest to working.

  • I tried to install Shoebox, but it seems the archive you download from their site is broken..

    could you make a list of programs that manage sprites?

    (or, with anyone can send me an older version of shoebox...)

    renderhjs.net/shoebox

    renderhjs.net/shoebox/air/ShoeBox_3.4.2_public.air

    It's an AIR archive. So you need Adobe AIR. Give that a shot.

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firebelly

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