It's long dead.
1gb+ is most popular, 512mb is probably a good limit goal (~13%), and about ~5% have less than 512mb.
http://store.steampowered.com/hwsurvey
Thanks, it's quite a regular hindrance.
Develop games in your browser. Powerful, performant & highly capable.
Doesn't matter how many you have when you're still learning the program, but for me now I focus on finishing 1 project at a time (and a weekend hobby game :p).
Layout. russpuppy Johan Hargne!
If it's as good as node-webkit, then it might be good option for a Linux export (although maybe I should just look for tutorial on how to get node to work on linux, haha).
Yeah, I think you're right. It'll probably still look reasonable!
Are you making the sprite sizes based on a 1080p resolution (then scaling the game from there)? I'm going to get a 2560x1600 res screen soon, it'll be interesting to see what 1080p 2D stretched games look like on it and whether it remains crisp enough.
So does this mean there will be a huge whopping CPU speed boost to our games across all computers and mobiles? It's not very clear to me.
Sargas
Sargas, That doesn't solve the problem, it happens under every group, under every subevent, so unless you fill your entire sheet with empty events it will always be an issue.
The entire game is stored (uncompressed?) in RAM, the current layout is also stored in VRAM (Video RAM of the graphic card). VRAM is usually much smaller than your computer's RAM, some people may have 4gb of VRAM others may have 512mb.
Member since 14 Jul, 2007