damjancd's Forum Posts

  • Zed2100 I can't argue with that

    I'll try to find a solution and add it here because this forum is like a searchable massive manual

  • Zed2100 I have a intuitive feeling that parallax is optimized better than moving something with code. I'm trying to keep the game really light because of mobile platform final destination.

  • Hi there,

    I'm building a game with 3 layers of parallaxed background objects. They generate on the fly, out of the viewscreen, but I can't seem to determine how to check if they are out of screen from the spaceship which is always in the middle of the screen.

    The parallax values get twisted each time a certain object is created in one of the paralax layers.

    if Parallax is say 50,50 does that mean X and Y is X/2 and Y/2 ? If I compensated for the rest like that, would that theoretically work?

    This is a space iphone game, and background moves and everything moves, while spaceship doesn't.

  • Ashley mostly UI/UX and the "gist" of it. Very very approachable user interface that you can program relatively complex stuff in a very intuitive way. The screen is very uncluttered and lets you focus on what you are doing, rather than programing numbers. Even veteran programmers can prototype and developer their ideas faster using similar approaches.

  • Ashley many apologies. The title of the video was misleading. This is the correct Bret Victor (He worked on Swift a bit) video where you can see the programing environment and how approachable it is. Jump to 7:00m to get the first glance. I'm still up for sending some BTC

    https://vimeo.com/64895205

  • I'm not certain what is considered low RAM usage, for now I have 27mb of RAM maximum used.

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  • Implementation of Any, ANY of the things mentioned in Bret Victors speech here: https://vimeo.com/71278954

    Literally just copying the user interfaces, the way things are presented, the high improvisational nature of simultaneous processing (some aspects of this are already implemented in the C2 debugger but in no way it is as seamless)

    UX UX UX. Please, it makes MOUNTAINS of difference.

    Ashley, would it be offensive if I offer to pay you to watch the video? You can just say you did of course <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> But I'm willing to invest in this. It goes so well along many of C2's maxims of approachability, ease of use, simplicity... If this is offensive, please accept my apologies. I can pay in BTC. 50 usd?

    It's beyond me why Bret Victor says that someone "else" will build this programing environment, but in essence that means anyone can copy use it in their own work.

    Thanks

  • Actually I had 30 collision checks per second, so 3 checks per tick. This is highly reasonable amount So I won't go for further optimizations in terms of collision. Will find the culprit in another area.

  • mars1985 I'm not using intel XDK, can it be more CPU efficient than CocoonJS with WebGL off? Because that's what I'm using, and it's not a barbecue like before I optimized but it still runs hot and drains battery with great dedication.

    usman Haq In general I use the very minimum of groups. Only those necessary to be on at a time. So with 30 collisions per tick, does your game run hot on iPhones?

    BTW I'm testing my hotness of iPhone in low battery mode on the iphone6. Maybe I should test it without that too.

  • Thanks. Will check that out. I have barely 30 ticks for collision checks. But will try to bring that down. I have a few ideas on how to disable physics on anything further away from me. Since there's no interaction beyond 200px of the player.

    And thanks for the link Will go through it in detail.

    I guess I will do some practical tests too, to see what drains the battery the most, when it makes too much heat etc.

  • My game is getting hot. Not too hot so I can't hold the phone, but quite hot. I haven't seen a 2D game on iOS that does this.

    What causes this CPU overload or GPU? VRAM overload?

    What should I focus on, reducing number of objects (100 objects for now), reducing number of events running constantly? Reduce VRAM (25mb as of now)?

    Which would cause most problems in terms of heat?

    BTW Game is running oh so smooth at 60+ FPS 99.9% of the time.

    Thank you

  • DatapawWolf Not my site. Someones website. Or rather, madebyevan website

    Ragevortex There's even gravity that you can enable if you can press the G key.

  • http://madebyevan.com/webgl-water/

    It even works flawlessly on an iphone 6.

    And here I am barely managing to place a good Blur WebGL on mobile

  • I'm way beyond that Thank you all.

  • Always phone test since you might get black screened at the last minute. Or the entire thing could stall completely have like 5 fps. Always test on mobile.