Halfgeek's Recent Forum Activity

  • Windwalker

    I recently did a lot of tests on a few WebGL effects on mobiles, many of them are unusable due to the performance hit but some are quite efficient!

    Would love it if other devs contribute and add a few more effects to the testing, my ISP is terrible so uploading my game for compiling takes ages. hehe

  • Windwalker

    It's designed specifically for mobiles.

    And I test everytime I add some new feature to make sure I optimize it as much as possible. So far its running 60 fps solid on my LG G-Pad 8.3 with S600 (slightly weaker than Nexus 7 with S4 Pro and about 30-40% weaker than newer devices such as S5 and Z2), and get dips to 40fps with my Tegra 3 tablet (T3 is pretty crap for html5 & java), still perfectly playable. I'm aiming for 30 fps limit on older devices. So far its holding up very well, extremely impressed with how fast C2 games can run on mobiles actually!

    Beaverlicious

    Well I don't know how else to draw characters except for manga/comic style. It's like the only style I can do lol.

  • Early story mission and huge fleet fight:

    Hopefully ready for launch next month!

  • Updated: Video of one of the early Story Missions, with big Fleet Fight.

  • hmin Honestly no idea about the code, because thats just exported from C2. If you load up C2, make a blank layout 720p, add in a 256 x 256 sprite of your choice.. then export it and go through the compile process in XDK or CocoonJS, you get the same result, more blurry after XDK compiled.

  • Looks really fun! And yes the colors are very fallout 1/2 looking, great job.

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  • Is there a background process that's using the CPU? If so it could slow down your game periodically. Open task manager and see if there's a momentary spike in CPU usage for the overall system.

  • Certainly another awesome looking game. Up there with Airscape, The Next Penelope and Ubie Land.

  • Stick with your conviction. For every person offended by the humor, someone else will appreciate it.

    Plus, its bloody gangsters, lets not go full hello kitty mode on political correctness.

    And yes, working on all the UI code is truly the mind killer.

  • I'm on Win7 with the latest Chrome and i see no problems with performance in all of my games.

  • hmin

    This is the example from inside C2. My character sprite is 256 x 256 1:1 ratio. You can see from the prior screenshot, compiled with XDK the character is blurry, as is the SpriteFont. Compiled with CocoonJS (same project properties, on low for fullscreen scaling), its clear & sharp like my preview on Chrome PC.

    As I've said, I think I understand now why its occurring, since CJS will default to Scale Outer when set on Letterbox, whereas XDK actually do the Letterbox scaling when the screen ratio doesn't match the layout ratio (in my case, its 16:9 in C2 being run on a 16:10 device). So there could be differences in the scaling mode used. Otherwise I have no idea whats happening.

  • CocoonJS adds around 8MB to the C2 export, and Crosswalk/XDK adds ~15MB.

    However, with a decompiler, for CocoonJS, you can remove the armeabi library thats not required (it has 2 built in, v7 and default, v7 is faster and now widely supported), you can cut that down to around ~5MB overhead only.

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Halfgeek

Member since 24 May, 2013

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