eldods's Recent Forum Activity

  • wow this plugin is looking great any plans on doing open graph stories and achievements?

  • thank you ill check it out

  • no worries ppls i got it

  • can you repost that please got a dead link?

  • what would be the best way to populate game objects at the xy coordinates from an xml file?

  • Hi guys been a while since i did anything on c2 im in middle of porting a game from libgdx over to c2 since C2 performance on the web is way better then gwt way to go C2 developers thank you !!!

    Im having a problem Reading xml from an ajax request here is a zip of what ive tried so far and the xml level i am trying to read

    dl.dropboxusercontent.com/u/96964806/XMLParsing.capx

    what i am trying to do with the xml is find <Layer Name=""platforms"" Visible=""true"">

    or   <Layer Name=""platformsWrap"" Visible=""true""> loop through them find there

    <Position>

                            <X>290</X>

                            <Y>-3068</Y>

    </Position>

    and create game objects in that position i would really appreciate the help thanks in advance

  • im sure for each game there will be different outcomes and rendering is going to be poor unless opengl is used im just not sore how i would go about it with c2 games as i have no access to any code during edit time

  • jayderyu

    Nice!!!

    you were able to get your game running in opnegl with mosync?

    how did you do that i downloaded the sdk and build environment there extreamly easy to use and send to device but couldn't see how to ind the code to there opengl.

    can you please post an example?

    also i agree i dont see why developers are using canvas2d rendering when theres opengl available

  • hey there forum after bumping into a bunch of performance isues with cocoonJs phonegap and appmobi for the game im developing looks like im gonna go native. After skimming through google for another implementation of an html5 binding i found mosync. Currently they have unlocked a way of useing opengles with javascript

    Here is a blog post about it

    http://www.codefessions.com/2012/05/how-to-use-opengl-es-together-with.html

    Ashley

    is it possible to attach an exported html5 project to there opengles or will c2 need another export to handle this?

    you can find more about this on there site here:

    http://www.mosync.com/

    any ideas people?

  • Knifegrinder

    In theory you should be able to draw it just 2 times to fill both the back and the front buffer with the image and then stop drawing some devices like the Nexus7 use triple-buffering, so you might have to render things 3 times to fill all buffers there

    no need to draw every 2 ticks

    yea that response is from an email from ludei when i bumped into a device that had the issue.

    the problem wont occur during gameplay but will happen on a layout that is only drawing an image once adding a sine behavior or bullet to a motionless layout will fix the bug.

    an on start of layout event would also fix it no need to add anything for the level gameplay just if its a layout that is drawing all images once

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  • >

    >

    > Sounds good news, would you explain about minor visual glitches?

    I have some problems with large black tiledbackgrouds used as faders, when you exit a layout they seem to disappear just a few frames before the rest of layout breaking the fading out effect. Anyway this is really a minor issue since this is not happening with stretched sprites.

    Theres allot more to screencanvas, it is amazing but theres tons of bugs with it

    Modern GPUs use double buffering for rendering, which basically means it draws to one buffer on the background while it's displaying the other one, and on the next frame they switch roles.

    Screencanvas uses those buffers as the canvas element itself, so as not to use more memory or performance, but the problem comes on the switch phase: if you draw something just one frame, only one of the buffers will have that image, so when it starts switching back and forth you'll get a very epileptic flickering. On iOS we've found a solution, but that doesn't work on Android, unfortunately.

    thats the main one. Gameplay as well there are some major hiccups caused by the tag on apple and on android it causes better fps but the smoothness is not as good thats my experience so far with it is that it raises fps but risks of major bugs to occur

  • sounds like awesome fun im in fore sure im a find you on google plus right now!!

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eldods

Member since 24 Jun, 2012

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