alastair's Forum Posts

  • Image A

    <img src="https://dl.dropbox.com/u/1024727/scirra/1.png" border="0" />

    Image B

    <img src="https://dl.dropbox.com/u/1024727/scirra/3.png" border="0" />

    Image C

    <img src="https://dl.dropbox.com/u/1024727/scirra/2.png" border="0" />

    1. I'm pretty sure that when scale with "Letterbox scale" it doesn't stretch the image, but instead changes the "resolution" and scales all the assets up? (For instance from image A to B, notice how in image A there is an enemy which is 50% smaller but when the game is scaled up it looks out of place because it is sharper)

    2. I've noticed that when changing the scale of the game (or making it fullscreen) the game runs slower for some computers, if the game just stretched the image (like from image A to C, instead of A to B) would it run faster than the current rendering speed? (This would be a great option as it would allow for a more cohesive looking game)

  • John Carmack is doing Doom 4 in HTML5, so we're likely to see a lot of innovation with the technology soon.

  • variable = 0

        - make bullet

        - set variable to 10

    variable > 0

        - subtract 1 from variable

  • Good start, hope they fix it so it catches up to firefox/chrome speed.

  • C2 is getting pretty good and has a lot of features already now, I prefer the editor over CC one, as long as you don't mind making your sprites in a different image application. But it's biggest let down at the moment is HTML5 performance is pretty terrible if you want to make a big action game with with lots of sprites. I'm just hoping that the exe wrapper and HTML5 in general will magically get significantly better performance in the future.

  • If you add a new frame to a sprite's animation and drag it to the front, the frame that use to be 1st will lose its image and obtain the image of the new frame when you save the project.

    This bug ruins animations.

    framebug.capx

    Steps to see the bug:

    1. Open sprite, add a new frame.

    2. Drag new frame to the front of the animation.

    3. Draw something on the new frame, or load an image.

    4. Save the project as new file.

    5. Preview the project, look how the old frame is gone!

  • The 3DS has a better HTML5 score than the vita on this site, lol:

    html5test.com/results/gaming.html

  • Screen size is 960 � 544.

    It would be awesome if we could make games for PS vita, but I doubt they're going to make HTML5 work amazing on it.

  • I remember wanting containers, but I think I'm fine without them now � I can't even remember why I wanted them. I feel there's more flexibility without containers, and only adds a few extra lines of code. I can have every enemy use the same detector object and attach what every sprite I want to it just using 'for each' and comparing to an ID.

  • I think it might be handy to have the layout/eventsheet tab positions remembered when you close/open a project, since I like to have them arranged in a particular way � except I have to do it every time I open the program which seems inefficent (I like my event sheets next to the layout).

    These are tabs I mean:

    <img src="https://dl.dropbox.com/u/1024727/scirra/tabs.PNG" border="0" />

  • After the spawn action, add an action to the bullet: "set angle of motion: 270"

  • Is it possible to add a simple keyboard shortcut for adding a new action point? This would speed up workflow a lot.

    Since the add new action point button is in a different window, sometimes when you click "add" it doesn't work (because you only activated the window focus...) and you end up changing the position of a different point without knowing it. This means you have to double click to add a new point, but then sometimes the window already does have focus and you've added 1 too many points because of the double click (which means you have to manually check through all your points to make sure you didn't accidentally add an "empty" action point).

    (I'm using multiple large images for my levels, so that I can automatically create invisible solid sprites that span between 2 points -- which is why I have so many action points in an image, since I figure this might give better performance than having hundreds of individual tiles or having a huge amount of collision polygon points).

    TLDR: Adding action points is a chore because of different window focusing, so having a hotkey would be great.

  • bump

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  • Yeah I'm thinking i'll just go with the animation method. The main reason I was asking about a physics type cape is because: C2 can't colourise sprites, I was wanting to have it be various colours, animating cloth is going to take dozens and dozens of frames so I thought it might be better for performance/time.

  • What is more cpu-intensive: 100 objects with 4 polygon points, or one object with 400 points?

    It's more CPU intensive to use one object with 400 points. It's best to use more objects with fewer collision points.

    If an object is overlapping an object with 400 collision points, it will probably check all 400 collision points in that object. If it is overlapping an object with 4 collision points, it will check just those 4 collision points (100 times less!) and it will skip checking any of the other objects.

    Of course using more objects has its own performance impact, but using lots of collision points isn't very efficient in the engine at the moment, so it's probably better to avoid that. This can probably be optimised in future, but this is how it is at the moment.