Halfgeek's Recent Forum Activity

  • Its sad how bad the iPhone 4 is, particles destroy its performance when on an Android phone released at similar times runs fine.

    Might have to draw the line and just aim for iPhone 5 for my future games.

  • Seth, may I ask how many events you are up to already? Seems like its a MASSIVE game. RPG element with turn based tactics and squad... nightmare thinking of all the coding.

  • Star Map with faction standing and current system indicator.

    Random in-flight chatter from NPCS! Traders give tips on best trade routes, request help or just a friendly hello. Militia patrols do their thing and pirates taunt etc..

    Animated talking heads.

  • Finally reached a milestone, every system in the "Wildlands" sector is completed, functional with tradeships, pirates, factional fleets and dynamic prices. Random missions are all done! There's plenty to keep pilots entertained as they make their fame and fortunes!

    Now onto the final stretch: talking heads and storyline missions!

    Hopefully adding a bunch of animated talking heads won't blow my ram budget out the wazoo.

  • > Firefox OS mobile devices are notoriously crap, really weak obsolete hardware, made to fit in a very small $ budget. If so many people are complaining about poor performance on Android and iOS, they will have a nightmare on Firefox phones.

    >

    > The browser for desktop however is great.

    >

    That's old news, Mozilla evangelist recommended me to update Firefox 1.3 introduces WebGL support, I decided to update my keon (Firefox OS Developer device) and I tried to run my medium game that couldn't run my iPod touch 4, then on Fireox OS, it runs like... wow awesome, it blew my mind how it runs with smooth fps.

    You mean the Geeksphone Keon with its Snapdragon S1 and 512mb of ram? Wow, if it runs your game awesome then Firefox OS must be pretty damn good/efficient. That's ultra low-end specs on Android.

  • Firefox OS mobile devices are notoriously crap, really weak obsolete hardware, made to fit in a very small $ budget. If so many people are complaining about poor performance on Android and iOS, they will have a nightmare on Firefox phones.

    The browser for desktop however is great.

  • russpuppy, interesting, i don't know what might be happening with some games though, but your game runs really clean. I've tryed a bunch of games made in construct in play store and there wasn't any which didn't glitched or something like that.

    At least on my phone device.

    What's your device?

    My C2 games on Android run really smooth on a phone from 2010.

  • Forgotten Legendz - Top-Down Dungeon Adventure/RPG. TEST #5 - ShadowCaster & WebGL; Doors, Traps, Animations of characters; PathFinder:

    Excellent, it looks polished and very professional!

  • Just delay game start or logic for 5s .. show a "Stage 1" text then fade it out. Then game starts and players can move/do stuff etc.

    You can do this with a global variable, GameStart = 0, then On Start of Layout => Wait 5s, Set GameStart = 1 etc. Your player commands require GameStart = 1 to trigger.

  • Mobile GPUs these days aren't that weak, an example is a Snapdragon 800, it compares well to intel GPUs in notebooks U models with HD4000 and AMD APU such as A6/8 in notebooks. Those notebook chips (I've tested via Chrome on a windows 8 ativ smart pro with i5 CPU) actually run WebGL shaders fine. There is something else going on there.

    For comparison purposes: http://www.futuremark.com/hardware/mobile

    As we can see, new mobile SoCs is catching up pretty fast to intel ultrabook level.

  • sylva1n

    If its on an older iPad or 4S, if you hit 200mb memory use, the app can close since it generally only have that much free out of the 512mb of ram. Spikes doubling vram even temporary is a no-no for mobiles.

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  • - what's the performance difference between canvas2d and webgl and can you share a .capx demonstrating that? Is it the same across iPhone models (4S, 5...) and iPad?

    I've only tested on 4S, dont have other Apple devices.

    https://play.google.com/store/apps/deta ... free&hl=en

    On Android (with CJS) this simple shooter runs flawless on devices from 2010, HTC Incredible with a 1ghz old dual core. On iOS with Ejecta or CJS it lags everytime there's explosions with particles (which happen frequently!), while it doesn't lag with WebGL disabled. Do you have an email (PM) I can send the CAPX to?

    Edit: Since we're on this topic, is there a technical reason why WebGL shaders are just horrible on mobiles? I mean take a look at this: https://play.google.com/store/apps/deta ... mes.xcomeu

    Awesome game runs very smooth on my Snapdragon S600 device (equivalent to Nexus 7). Surely, a few fancy shader effects should be OK but sadly its not. 10 glowing tiny sprites = lag fest. Or 2-3 warp sprites = lag fest.

    is it NOT GPU accelerated and all processed on the CPU only? I can't see another reason for it, these newer SoCs have a lot of GPU grunt.

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Halfgeek

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