Colludium's Recent Forum Activity

  • Running the demo link in a v12 blank nw.js browser was very good on my system. Some others have had mixed results with their games on it though...

  • TiAm, I copied squiddster's link to the demo, ran the nw.js in the NWjsForC2\win32 folder (it runs as a browser with an address bar when you don't have a package.nw file in the folder) and just pasted the link in the normal way. Not one jank to be seen....

    Edit to add - I'm cautious in case someone finds some fault, but from what I saw it was at least as good as 10.5. I ran my dt tests on it and there were only one or two frame drops over a 30 sec period...

  • Check this out..... Good news, I hope!!!!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • This is a vast improvement! Nope - it's excellent, IMO, I can't fault it.

    , I tried your demo on this and it was perfect.... Not sure if the tag will work so apologies for the double tagging!

  • Fingers crossed,

  • As mentioned earlier in the thread, the rendering problem seems related to the number of pixel draws rather than just the number of object draw calls - thousands of small objects might demand less of the gpu than hundreds of large objects, etc, so I would be interested in a bunnies test that uses a 512 image side...

    I was thinking that this could be an artefact of the back to front renderer - thousands of pixels being drawn only to be subsequently drawn over many times per frame. I don't know if there are smarter ways to draw layers of objects in 2d using techniques like culling or even pasting areas that are static onto a canvas object to negate some of the re-draw load. I can't think of an easy way to implement such a thing, it might take a lot of work for negligible savings on multiple parallax layers and it won't work for animations. Just thinking aloud....

  • x 1000

  • Thanks for the clarification, There I go again - displaying my limited understanding in how the engine works....!

  • It's an inconsistent problem (with asm.js), which is irritating... Just for the fun of it, here's an example that has an object with 33 vertices - no probs!

  • Apologies if this has been posted before regarding the c2 plugin...

    When my character's animation is not looping, if it has finished and the animation is set to blend to the start of a different animation then the blend feature does not work - the 2nd animation just starts without any blending. I can work around it by making extra looping animations but it would be great if the plugin allowed blending from a finished non-looping animation. Let me know if you need a demo and I'll put one together - thanks!

  • + lots of support for this and any other improvements that allow users access to more than the current tiny bit of the physics engine!

  • , you're right - it's not possible to change the renderer during runtime (unfortunately). See Ashley's response here.

Colludium's avatar

Colludium

Member since 26 Aug, 2013

Twitter
Colludium has 11 followers

Connect with Colludium

Trophy Case

  • 11-Year Club
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x3
    Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

18/44
How to earn trophies