alastair's Recent Forum Activity

  • 1 more thing would be to make fullscreen performance the same as windowed.

  • allgamesbeta.com/2013/06/wall-street-journal-google-developing.html

    Google Is Developing Android Game Console

    Google is developing a videogame console and digital wrist watch powered by its Android operating system, according to people familiar with the matter, as the Internet company seeks to spread the software's ********** beyond smartphones and tablets and cement build the company 's reputation as a hardware maker.

    With the watch and game console, Google is hoping to combat similar devices that Apple may release in the future, according to the people familiar with the matter.

    Google is also preparing to release a second version of a Web-connected, Android-powered media-playing device, called Nexus Q, that was unveiled last year but not sold to the public, these people said.

    The Internet giant hopes to design and market the devices itself and release at least one of them this fall, they added.

    A Google spokeswoman declined to comment.

    The hardware plans are the latest sign of Google's determination to build on the success of Android, the software it launched in 2008 that powered 75% of all smartphones and 56.5% of tablets shipped globally in the first quarter, according to the research firm IDC.

  • Sony apparently loves small developers, I wish HTML5 devs loved them too!

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  • I hope this isn't one of those things that's too late to fix/change.

  • +1

    This would be incredible.

  • Ya if anyone has a Linux computer, and would be up for testing I'd like that too.

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  • YAY the Mac Node-webkit is now working really well! (with the 0.6 update that came with C2 r135)

  • Chrome is better than node-webkit on Mac (my game is mostly black with node-webkit but runs perfect in Chrome), which is something to keep in mind.

  • Hehe, yeah :) I wanted it to be similar in some way to all my previous games on that site.

  • Thanks for the response.

    f objects are far away so their bounding boxes do not overlap, the engine can reject the collision test with a simple rect test.

    Can someone clarify what he means by "rect"?

  • This is a good topic, I think I'll have to move away from the standard collision system too. It impacts performance too much with a lot of objects.

    Are you sure Ashley is using something as inefficient as that 500 x 500 (250,000) collision model? What if he's already doing something decent?

  • Thanks for the comments.

    It's an arcade style game so it's not filled with massive bloated levels, it's designed to be replayed a bit. The only problems I've had with node-webkit is the Mac version has mostly all black/gray graphics (whereas it runs fine in Chrome for Mac) so I'm hoping that eventually it'll be upto par with Chrome.

    And the only problems with C2 projects I have is keeping the objectcount to around 100-200~ (which means coming up with creative ways to limit objects that aren't being seen, I think that's usually good count? but Arima probably knows more in this than I do) so that it will run well on most things. However to keep the object count low I did use a number of large textures (1000x1000) too which probably doesn't run great on old intel/integrated graphic systems (I think I use less than 100mb of memory in total, last I remember).

    The code can impact it a lot, eg: like doing to many collision checks with a lot of objects, but I learnt a ton from finishing this game so I imagine it'll be a heap easier to make my events less bloated and more efficient next time. For my next game, I've started using the preview on lan feature with my tablet which helps keep things in check.

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alastair

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Member since 14 Jul, 2007

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