justifun's Forum Posts

  • I love this one.

    https://terrycavanagh.itch.io/bosca-ceoil

    its pay what you want.

  • ~

    Hi,

    1920x1080 is a 16:9 screen ratio, so it should fit on most devices as well. However for tablest I personally recommend you to use a 16:10 screen ratio (1920x1200). Moreover it's not needed to built your mobile games in full hd, hd is sufficient. But this is up to you

    Yes CocoonJS did support Letterbox scale, but CocoonIO doesn't.

    Thank you for your feedback!

    Regards

    Andy

    You recommedn 1920x1200 but in your blog post it says 1280x800, is that the same aspect ratio?

  • Affinity Designer is fantastic as well.

    There's a free beta version for windows right now. But its been around for OSX for a while now. $50

  • Ill give it a shot later to try it out with the latest version.

  • Good start, but its still pretty rough around the edges.

    The whole interface feels very unpolished and not very intuitive or consistent between sections.

    the webview lacks any of the abilities to select/download the images

    it would be nice to be able to adjust the size of the thumbnails in the main "image assets" tab

    the "import folder or files " button opens a dialogue box that only shows the windows profile set of directories instead of the rest of the computer etc. A regular full file browser window would be ideal .

    when clicking import files, it would be nice if they file type defaulted to whichever tab you are currently browsing (image/audio/video)

    The "previous keywords" dialog box isnt shared between image/video/audio

    On the audio tab, if would be better to be able to preview sounds without having to open the music player then and have to hit back to return to the list. it would be ideal if you could just hit a play button right in the list of music files.

    the entire interface cant be re scaled nicely to a smaller form factor. it takes up a lot of room on my desktop.

    when importing lots of files the dialog box just says "please wait" with no indication if its working or not. appears to be stuck for a while, but eventually works.

    it would be ideal if the data base of imported assets are stored on the network and multiple users could share the

    same repository

    keep going! looking forward to future updates,

  • Chrome on mobile is suffering as well even without the debugger visible.

  • delgado - sorry where is that located?

  • wertandrew - I'm getting the slow down in regular non debug mode as well though. are you?

  • glerikud - webgl is disabled in edge for some reason, not chrome. but canvas 2d in edge still runs this at 60 fps in edge, so its something chrome related.

  • delgado - But its performing way differently in edge vs chrome.

    Here's a pic of the debug screen. there's really not that much going on at all. There's 2 physics objects.

    the computer is a i7 3.5ghz and a gtx 970 video card.

  • Not Yet Unfortunately

  • On a pretty beefy computer and on my android/ipad devices, i'm getting really bad webgl performance in chrome recently.

    tested construct r227 and r229

    Chrome Version 51.0.2704.63 m (windows 10 64 bit)

    In chrome im getting 31fps with 65% CPU

    estimated img memory 25.6mb

    collisions checks/sec 154(~5/tick)

    in edge explorer im getting a solid 60 fps with only 9% cpu (and its defaulting to canvas 2D for some reason)

    in chrome with webgl disabled, i still only get around 31 fps with 65% CPU

    anyone else experiencing this recent chrome performance drops?

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  • Gigatron - capx is empty?

  • Gigatron - All of these examples either just show a white screen, or chrome crashes and says WebGL hit a snag and crash.