rabidsheep's Recent Forum Activity

  • Having a graphical way to make paths would be super useful, I would love to see this implemented.

  • Arima - Rendering is the creation of an image from either another image or a model :http://en.wikipedia.org/wiki/Rendering_(computer_graphics) and blitting is the combination of multiple images into one (most often used to take all of the images in a scene and move them to the single image that is shown on the screen) : en.wikipedia.org/wiki/Bit_blit

    It seems that the people that you know are confusing a Graphics Card with a Graphics Driver. The graphics card itself simply handles all of the processing that is given to it during the rendering stage, which then gives that information back to the main process, where the graphics drivers blit them to the screen. Graphics Cards are optimized to the fullest extent possible, but they do not clip any screens that are given to them, as it is not their task to do so (since that would make it necessary to have a graphics card within your computer). When they pass the images that need blitted to the Graphics Drivers, they are then cut down to fit the viewing screen.

    This means that the Graphics Card is still doing all of the calculations that it might need, unless you pre-trim your viewing screen.

    Check out 3D Game Engine Design by David H. Eberly (http://bit.ly/Z0quBr), or Berkeley has a free online class that touches on the topic (https://www.edx.org/courses/BerkeleyX/CS184.1x/2013_Spring/about).

  • Offscreen objects are still rendered, they are just never bit blitted to the screen. Essentially, everything is rendered into one giant canvas, and then the graphics drivers cuts down the image to the window that is viewable, and then that is placed onto the screen. The resources are still being wasted on drawing the initial objects onto the large canvas though, so if you can implement logic to prevent them from being drawn to that initial canvas, you will increase your program's performance.

  • This is a great, and extremely polished game. I especially love the UI for the menus.

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  • If they are white in the editor, it is likely that those lines are transparent and just showing the background that is behind them. Either fixing the image itself, or moving the position of each tile by 1px should fix the problem.

  • You might try making sure that only things that are on-screen are being rendered and accounted for (I don't think anything like that is built into Construct though).

    You could also try some of the tips in this tutorial on optimizing performance: scirra.com/tutorials/298/performance-tips-for-mobile-games

  • I believe you can find them if you go to your profile, then select your purchases. On that page there should be a link that says "Get Assets" and that should download them for you.

    It should be this url: scirra.com/store/purchases

  • I believe you can use some of the expressions from the browser object to help you out with that.

    Here's the manual page:

    scirra.com/manual/110/browser

    I think the one's that you would be most interested are near the bottom, where you can get the name of the browser and the platform that its running on.

  • I would typically design for a 1024x768 resolution, which is compatible with all of the iPad versions, and then use Construct 2's scaling features to help it work on iPad mini's and android tablets. If your game's design is fairly simple, then it should still look fine when scaled down to iPhone's that have retina displays resolution.

  • This list should have a few useful tutorials/threads for you: scirra.com/forum/topic45416.html

    It doesn't have any complete RTS tutorials, but you can find useful mechanics for the genre in there.

  • You could also try licensing your game out to places like Booster Media or any of the places at this link, html5gamedevs.com/topic/103-html5-game-portals

    I could give you some other contacts too (just PM me), or if you wanted further help, I always wanted to experiment with being a "publisher".

  • Sorry, I think I explained that incorrectly. You don't have to manually do the math, you just have to set the program to do it for you with loops.

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rabidsheep

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