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  • Hi everyone,

    As we all know.. with iOS8 it really made Cordova a great option for C2 developers

    I've been trying to find info on this but nothing is clear.

    Does Cordova default to iOS8's WKVWebView engine? I ask because its been a long time since I tested performance, back then the CocoonJS WebView+ for iOS8 ran extremely fast compared to Cordova or XDK iOS export.

  • I thought that was due to a XDK bug which was resolved recently.

    The audio thing is an iOS9 bug.

  • Anyone know if XDK has moved to support IOS8+'s WKVWebView like Cocoon has (since last year)?

    It's simply so much faster that it opens up many opportunities for complex PC quality games to run on iOS8 devices.

  • Android devices in general update to the latest OS very very slowly. It's only mostly through natural install of new devices.

    Supporting 4+ should be your target and NOT 5+.

  • megatronx

    Google messing up Chromium was the root cause of these issues.

    But you think that's bad? They roll out lollipop Android update that ruined my Nexus 5. Earpiece speaker no longer functions, only the main speaker does, and the mic doesn't work unless I plug in a headset. Just from an update. It was a few months over the 1 year warranty as well.

    Apple's recent iOS9 update ruin many games, even from big studios like 2K, their Bioshock no longer runs. HTML5 games no longer had functioning audio.. it's a messy situation with these OS makers being very unprofessional.

  • Beyond that it skips areas of the image which causes aliasing artefacts that make it look "crisp". Some people subjectively seem to prefer that look, but it really is actually technically worse quality.

    It's kinda like FXAA or TXAA, it removes aliasing great. But it also blurs the image a lot, making overall image quality poor.

    I guess it depends on the art style as well, art with lots of details will be impacted badly with blur of mipmaps as I found for myself.

    Tokinsom

    Don't worry about it so much since you can change the art pretty quickly. My current project is 1080p native. I use source images that are exactly the size of sprites in-game, there's no scaling issues. If you want to maintain crispness or details when zooming in, then use image sources that are 2x as large as your sprites. It's important when you do that, use Downscaling on LOW quality to avoid blurry images.

  • You can work around it by having an invisible line that acts as the pre-collide check. The line can have an instance variable to define what it is (so you can change velocity as you wish).

    Then do a collision check for that line, filter the instance variable, record the velocity etc.

    This always trigger before the real collision.

    It's a work-around but it will work to damage base on velocity before impact.

  • What is the issue you are having Tokinsom?

  • You call that after On Collision so it will always be after the impact has already occurred.

    If you want the ship's velocity just before impact, you need to have a separate event that tracks the distance of your ship to the floor.

    Use the test two value,

    distance(Ship.X, Ship.Y, Floor.X, Floor.Y)

    Less than 100 (or whatever pixel distance you need for it to work).

    Then set the variable HitVelocity then. Before impact.

    That should work, good luck!

  • > Do you have the behavior bullet and rotate on the same sprite? If so bullet will move at the rotation angle.

    >

    Yes they're on the same sprite because i want the bullet object's sprite to rotate.

    If you use both and want that effect, you have to go to the Bullet properties of the sprite and on Use Angle of Motion, turn it off.

    The bullet will then spin with rotation but it won't change its course, it will fly straight.

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  • Tested it with Chrome.

    i5-3570K with AMD R290X.

    Zero jank, perfect 60 fps and 0.016ms timings.

    I have to add, in the past when I was testing performance, C2 would have stutter with Intel iGPUs, repeatable. But it ran fine on AMD GPUs or my NV GPU I had at the time (GTX 670).

  • Source size determines memory usage and I guess pixel fillrate but that's not a problem normally. Memory is the main concern.

    I work with a HD project now (my sig), my images are exactly the size they need to be as in-game sprites, so there's no re-sizing.

    This loss of detail you describe actually happened to me before, I made a post about it.

    Ashley clarified something that was very useful to know. It's the mipmaps that C2 does in the engine that causes blurry loss of details for some sprites. You can disable that by setting Downscaling quality to LOW. Sprites will remain crisp at any zoom level, including default.

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Halfgeek

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