Roccinio's Recent Forum Activity

  • aphrodite is correct as usual.

    there are limitations on how many simultaneous keystrokes a keyboard can detect.

    i do not think this will work the way you want it.

  • if you use the default browser then webgl is off and that is the reason you see this terrible performance

    you need to install in your computer the intel xdk and export from c2 as "android".

    read the tutorials here on how to do this and create your apk.

    it will be wrapped in chrome(canary) and it will take advantage all the speed boost that the xdk gives.

    you never EVER export in mobile as plain html!

    edit: i just read that you already used xdk. the latest build gives terrible performance but your game is very simple from what i read for this to be a problem.

    please try cocoojs and tell us your results.

  • i can confirm that with an official xbox controller everything works with node so maybe it has to do with drivers and unofficial game pads.

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  • You are the man!!

    The second you exterminated the bottleneck i saw a huge performance gain!

    As for the automatic pausing feature i just do not understand how to properly use it.

    i do not understand the padding concept at all.

    by adding numbers on the boxes we create an invisible square that if the scml object is within these boundaries it stops animating?

    and if yes what happens if it patrols 2000 px left or right?

    for now everything i try it just makes the scml animation invisible when the event kicks in

  • Good work as always Lucid!

    I asked a question about performance and to be honest i felt a little left out since i did not receive an answer

    In all seriousness now, i never felt like you gave a clear answer regarding how much a scml file affects performance.

    I understand that quite a few people that they do not see the real scope of spriter(it is revolutionary in every way and people that they do not use it,they should) might get scared if they read something negative. And since devs hate talking about performance because of the above reason i feel like there is a grey area that needs clarification.

    By using one set of png's you can have a thousand animations without the extra object count.

    this i know.

    But what happens when you have many scml objects in one layout?

    Do they tween even if they are off screen consuming resources?

    Is there a way to stop this from happening ?

    could you find a solution to this?

    i tried to have my coins as a silky smooth scml object but after a few hundred of these my game started to slow down.

    I dont want to use png's from spriter for my animations ,they look terrible compared to real time tweening and it defeats the whole purpose of Spriter.

    could you please shed some light to this subject?

  • with the method i told you there is no need to use all those dreadful settings!

    pixel rounding on= destroys spriter animations since they tween subpixel (you should have known that!! you created spriter! ) and it makes everything choppy when moving.

    sampling point= destroys image clarity and quality and especially if you have thin lines in your png then it flickers like crazy!

    leterbox integer scale? Noooooo! only integers? the game will look like ...

    we have been raging a battle for months to get rid off all these terrible settings and since r170 we won the war!!

    why dont you use

    pixel rounding off

    sampling linear

    letterbox scale

    try my method with either sprites overlapping by 0.5 of a .px or the new tilemap with seamless mode to on and tell me what you see

    cheers!

  • i dont know if this helps but r169 had a new feature that destroyed everything on export.it created huge seams.

    i made a bug report about it and in r170 ashley reverted the export process to r168 and everything is ok again.

    also the good news are that he finally fixed the tilemap seams under some circumstances. please refer to the changelog of r170.you just have to select the seamless mode from the tilemap properties on the left of the editor.

    for me ,for the first time ever i have no seams with the tilemap object and i am super happy about it!

    but if for any reason you still have seams another way to fix them is to add your tilemaps as sprites and then overlap them by 0.5 of a px .

    lets say you have 128x128 tile-sprites.

    you make your grid 127.5x127.5 and you snap them.

    seams gone!

  • you must re save all your scml and scon files with the new spriter 8.1 and all the custom save options to 'on'.

    then re import and hopefully your problem will be solved.

    and please check to see if you have any actions or conditions that refer to a png of an scml object.(example: on colision with hand png of the scml container)

    if yes, report back and i will explain further .

  • Ashley is probably one of the few people in software development that actually listens to its customers.

    But i am sure that up until now he just couldn't figure out a solution.

    He is after all a programmer not Harry Potter :p

    Anyway i am happy since this was bugging me since day one and if i ever see some performance gains as well i will take him out for a few drinks!

  • a performance question.

    lets say i have 5 different scml enemy's and each has three instances (a total of 15) in my game level.

    even if they are off screen , they still tween consuming cpu resources ?

    if yes is there an advice on how to make things more efficient?

    EDIT: could we use the "pause" animation and when we get closer to un- paused it? would that make any difference ?

  • every new feature is welcome but for me the tilemap seams thing is the most important since you just cant have a proper game without it working properly.

    i truly believe that it is a core feature of C2 ,just like the editor and the visual programming , and it must be solved once and for all so everything will work in harmony once exported.

  • i just tried out the new experimental tilemap seam fix and i can say with tears in my eyes that it works!!

    After countless hours of trying to eliminate them , Ashley came guns blazing and killed every last one of them!

    Now all it is left to do is to match the original batch rendering and we are set for life

    If i find something out of the ordinary along the way i will post it.

    But for now i will enjoy my seamless game!

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Roccinio

Member since 3 Oct, 2013

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