Colludium's Recent Forum Activity

  • Half way through.... Just a bit tired now... Can't .... keep .... eyes .... open.

    Well, sort of! Here's a progress gif in case anyone's interested. I just hope I can turn this into a game now!

  • MadSpy, I think I can guess how they will perform .

    After this weekend's LD marathon I'm going to add a resolution / effects options page to the start menus, so players will have some control over what they see rendered if their machines struggle or have performance to spare. I will probably go for a lowest setting = lowest resolution with poor quality upscaling and monochromatic backgrounds, scaling somewhat to a top-of-the-range hardware setting that upscales to full HD with max visual effects. Should be a good diversion from planning level 2...

  • Thanks MadSpy - if it's anything older than 5 years old then I won't be advertising support. I think any GPUs older than that will struggle with rendering all of the layers I have (not many, but these are the problems we face..).

  • I'm starting to get that same old feeling of anticipation and terror.

    +1

  • MadSpy - thanks for the older hardware test. My biggest concern with this project is people playing on 'average' hardware - and a core2duo isn't that old....!!

    One thing I'm considering is reducing the default window size and then giving the player the option to up-scale if they think their hardware can cope. Presently the game is 1280x720 with Full Screen Scaling : Low Quality; but perhaps I might be better off starting with something like 960x540 or even smaller... and then you can just drag the window to increase the viewing area or maybe I could add a menu option as well....

    Anyone any alternative suggestions? I suspect GPU fillrate is the culprit as the physics engine is hardly tested.

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  • I suspect: use one sprite with a different animation frame for the different color. Shader effects can show down older systems and mobiles for sure. A single sprite will cause one draw call, even with different animation frames, so that will be the least demanding.

  • I keep on searching but there seems to be no useful IE11 based alternative to NW. Sigh...

  • That only happens because the crowd tries to make the elephant perform acrobatics whilst balanced on the under-fueled and duck-taped motorcycle....

  • Better - possibly - but not as good at achieving vsync as IE11. I also ran the developer profiler and there were plenty of <60 fps moments during the 30 sec data gathering. I will try it later with something dynamic and see how it performs. For the time being, here are my results:

    Chrome 42

    IE11

  • andreyin, you could try using paste families to achieve what you want with few events:

    paste using families capx

    You can play tunes with the resolution etc to get the effect that you want.

  • Here's an interesting and recent blog on managing frame rate in html5. I have no idea if c2 implements these techniques or not, or even if Ashley thinks they could be viable in the c2 engine given its stage of development. I thought it interesting because it suggests a browser-independent method of managing fps variations, especially for physics...

    Can anyone translate this into English?

  • Does this mean that chrome is a small motorcycle and the c2 engine is an elephant?

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Colludium

Member since 26 Aug, 2013

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