eli0s's Recent Forum Activity

  • saiyadjin m you can always open a capx with an older build if you fiddle with the caproj file. To do that you need to:

    1) unrar a capx file to its components (each capx is actually a zipped project folder structure).

    2) Open the caproj file with a text editor

    3) Find the <saved-with-version>19800</saved-with-version> field and change the 5 digit number accordingly (for version r195 type 19500)

    4) save the caproj and run it. It should open just fine, unless some feature that was introduced on a later version is being used.

  • Eisenhans , I have nothing to do with the thing you are describing. You can check the capx your self and see everything under the hood. The fact is that for some reason full-screen is more stable. Also, the fluidity on the lower frame rates is perhaps related to the optimizations that Ashley did on the r198 build.

    When you say that it gets fixed at 30 fps at start up, you mean that if you leave it running forever, it will still stay at 30 fps and never go up? On my system, each time I run a preview there is a few second period (around 10-15) that there is great inconsistency in the frame rate, after that time period the game catches up and stays more or less stable. Especially with this latest beta build.

  • An unnecessary overly complicated example capx, but perhaps it can provide you with some ideas...

  • Katala , Nice! I get solid 60 on all browsers and around 16-18 fps on the Samsung Galaxy S2. On the phone the CPU is around 45% when idle and rises up to 60% when shooting the enemy ships.

  • Somebody , you are right of course... Thank you

  • GenkiGenga , thank you!

    Somebody , hehe it's neat indeed! I hope I'm free to use the trademarked word

    I'm not making anything, I just wanted to try to push the parallax-3d illusion a bit and see what performance I can get. I have yet to experiment with Q3D, I'm quite curious to see a comparison.

    I would be very interested to see your little test thing, benchmark or not, I'm sure it will be an eye candy and an inspiration!

    Somebody, at first I tried to use your Shift effect to make the Tilled Background scroll downwards, but while it looked ok on the editor, at run time it's producing a strange smearing result and in fact it scrolls on the opposite direction... The racetrackV however works the other way around: it looks funky on the editor but works fine at run-time. Am I missing something obvious here?

    Here is a capx demonstrating the above:

  • newt , you are right, I forgot about Somebody's the Drop Shadow shader, thanks for pointing this out! I've added the links for the Canvas Plugin and the Drop Shadow shader on my post above, next to the capx's link.

    jobel , thanks! It's Interesting that Canary manages that much of performance gain over regular Chrome, that means that there is still room for improvement in HTML5 performance.

  • rozpustelnik , thank you! There are 7 layers for the trees and 4 layers for the clouds. For some reason, full-screen in browser improves performance and stability, this has been mentioned on other topics.

    The whole effect is made with layer scaling (I've seen the method here) which looks like the best way to put together objects that should look like they are on the same place but on a different z-depth. I'm not sure about efficiency though. Is offseting layers by scaling more, less or equally efficient as parallaxing them with the parallax settings...?

    Perhaps Ashley can tell us about this.

    Ashley , thank you! Yes, the export is done with r198, exactly for testing the rendering improvements! Scheduling the rendering calculations at the beginning of the tick rather than at the end (to put it in layman terms, as I understand it) seems to make a difference! I'm posting the capx for you and anyone interested to have a closer look, please mind that my code couldn't be messier and it might have deficiencies. Also, the Canvas Plugin is needed (I am using it to render the graph).

    Forest.capx (C2 version 198 or higher & R0J0's Canvas plugin & Somebody's Drop Shadow webGL Shader are needed!!!)

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  • KaMiZoTo , this is a great looking game you are making, and I loved the storytelling aspect of it! Bravo!

    There is definitely something wrong with the advance audio, your example illustrates that very clearly!

  • ,

    TiAm ,

    Thanks guys! I think the most crucial aspect is not having dt fluctuations. When I was making the capx, I was previewing on a second monitor (this has been mentioned to cause problems) and for no apparent reasons I was experiencing recurring dt fluctuations that caused massive fps drops. From 60 to 30 and so on. However, other than minor spikes here and there, now everything seems to run smoothly on my machine. Perhaps a restart was needed in my case.

    Gianmichele ,

    Aphrodite ,

    I guess this kind of visual approach is out of the question for mobile devices then. I wonder if a full 3d implementation with Q3D will prove to be more sufficient. I've bought it but I haven't had the courage to dive into it yet, it looks too complicated to me and not having a proper manual and workflow tutorials is not helping at all.

    Anyway, thanks for posting!

  • Hello all,

    Here is a Fancy Benchmark I put together in a day or so. I wanted to test the recent improvements in jerkiness on both C2 and on the browsers. It's a bit heavy with many sprites.

    Try it out here: http://www.eli0s.com/Tests/ForestScroller/

    Hold the mouse button to move the Ship (or use a touch device) .

    On my desktop I get constant 60 fps/ 0.016 dt most of the time (using Chrome). Sometimes there are some strange fps/dt irregularities for no obvious reasons. I tried this on a Samsung S2 and it's too heavy, I get ~15 fps.

    EDIT- For anyone interested, here is the capx file !!!the code is a mighty mess!!! You'll need R0J0's Canvas Plugin & Sombody's Drop Shadow webGL shader in order to open the capx.

  • vijayrajesh , you are welcome!

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eli0s

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