Ashley's Forum Posts

  • Sulli - it should have a list of what is hardware accelerated at the top of the chrome://gpu page.

  • The collision engine already rejects collisions which are far away (when their bounding boxes don't overlap) almost immediately. You must have a seriously huge number of objects for the sheer number of them to cause a slowdown from just the bounding box checks... how many are we talking here?

  • Update your graphics card drivers. Maybe Chrome has blacklisted your drivers. You can find out more by visiting chrome://gpu in Chrome.

  • Have you tried Firefox, Chrome and IE? Does the same problem happen in all of them?

  • immanuela - have you tested Firefox, Chrome and IE? Does the problem reproduce in all of them?

  • Seems to be working fine here. Perhaps it was just temporary?

  • Sorry, no. Projects are deliberately designed to be difficult to reverse-engineer from the browser, to help prevent work being stolen once published.

  • You probably need to set up your firewall to allow connections through pot 9999.

    That error message looks like a bug - you should post it to the Bugs forum.

  • Some ideas:

    • check collisions on a timer. E.g. if you have slow moving objects, you can get away with 'Every 0.1 seconds' then 'Is overlapping'. 'On collision' still makes a collision check every tick, so if you can get away with every 0.1 seconds (approx. every 6 ticks), then it's going to be doing 6x fewer collision checks.
    • reorder conditions. Consider:

    + A is overlapping B

    + A health > 50

    This is inefficient since it does lots of collision checks for A overlapping B, then filters out some of A based on the health variable. This means a bunch of collision checks on A were unnecessary. Reordering it like this:

    + A health > 50

    + A is overlapping B

    means that fewer collision checks are done, since only the subset of objects with health > 50 get tested.

    • use fewer objects if possible, especially where testing collisions between two sets of objects with lots of instances. E.g. 'Is A overlapping B' with 100 instances of A and 100 instances of B requires about 10,000 collision checks - and if you're doing that per tick, obviously that's a huge CPU drain.
  • See how events work. You don't need a sub-event or a for-each loop there, you can just write:

    + Enemies: on collision with Player_Fist

    -> Enemy: subtract 10 from HP

    This will work exactly the same, and is simpler. If there are multiple enemies, the event picks only the instances that met the condition, so it works like you expect.

  • Try the new profiler in r142 - it should help identify what is causing the long pauses. Note there was a bug in r141 which could cause poor performance in Chrome, so you should upgrade to r142 anyway if you're using that.

    The object count's effect on performance depends entirely on what exactly you're doing. The best thing to do is keep an eye on things with the new profiler and see if anything's turning in to a CPU hog.

    Sound is probably processed in parallel in a separate core, so is unlikely to affect the framerate.

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  • This will break music on other platforms (e.g. it will continue to play music in the background when switching tab in a browser). It's a CocoonJS bug, you should report it to Ludei.

  • It should perform exactly the same. You could even verify this by checking the collision checks per second count is the same in the new debugger.

  • You should report these issues to Ludei, since we don't make CocoonJS and can't fix any problems with it.

    9-patch has a property in the C2 editor to turn seamless mode on/off - that might help.

    Android might be better since I think the Android CJS launcher is one version ahead (on 1.4.1 right now, whereas iOS is still on 1.4 since the approval process is longer).

  • No, that's not possible at the moment. You should just document (or use the action descriptions) that a certain mode is necessary to use them.