Ashley's Forum Posts

  • This is an incredibly difficult problem to solve in general. It could also be very CPU intensive and slow down games. I'm not sure solving such a thorny and problematic feature is going to be high on our priorities. You could experiment with the plugin SDK and see if you can come up with something yourself.

  • You can force WebGL enabled in Chrome to compare how it runs with WebGL support. It's described in Performance Tips.

  • Turn off 'Preload sounds' in project properties. Android can be pretty slow at decoding audio, and if that option is on, it will decode all sounds in the project before starting.

  • Closing as duplicate of https://www.scirra.com/forum/r184-nodewebkit-visual-bug-on-exported-exe_t117269. In this case you probably want to overlap the images by 1px, or just use medium quality downscaling (which is the default, why did you change it? Are you aware of the significant memory use limitations and the fairly narrow cases that it improves quality? Did you observe that this was important to your game?)

  • Crosswalk is basically Chrome running your project as a native app, so consider it identical to Chrome. WebGL is a lot faster than canvas2d so yes, if it's not supported it will impact performance. It will also severely impact performance if canvas2d is not hardware accelerated.

  • You can't get seamless rendering with adjacent sprites unless you use letterbox integer scale, point sampling and pixel rounding. This is often repeated on the forums and for the same reason inserting the Tilemap object recommends you use those settings. Otherwise you may get seams from floating point rendering which is a normal result in computer graphics.

    Also I am not sure why you changed the downscaling mode from the default. Are you aware of the significant memory use implications and the narrow cases in which high quality mode is truly recommended? Have you observed rendering quality changes that justified it?

  • Can't reproduce here.

    Closing as won't fix even if there is a problem. Tiling sprites for the background is the most inefficient way of doing that as described in Performance Tips:

    [quote:alpo6ee0]Using Sprites instead of Tiled Backgrounds

    Creating too many objects can cause slowdowns, and a common mistake is to use grids of Sprite objects instead of Tiled Background objects. This is similar to using tilemaps inappropriately. For example, a 20x20 grid of sprites has 400 objects, which is a significant impact on the object count. A single tiled background can replace the grid of sprites and it only counts as a single object. Tiled backgrounds are specially optimised for repeating their texture so in this case it is literally 400 times more efficient than the grid of sprites. Always use Tiled Backgrounds instead of repeating Sprites wherever possible.

    Use a tiled background instead, which also guarantees seamless rendering.

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  • I think the S2 and S3 are subject to GPU blacklisting. Check in Chrome by visiting chrome://gpu.

  • Oh right, your .capx already had WebGL turned off so it was showing it working correctly instead of the error condition. That caught me out. I can reproduce if turning on WebGL.

    If you have 'seamless' mode off then the tilemap will run in tiling mode which due to the way WebGL works can only deal with power-of-two tile sizes (your tile size is 120x160, the nearest power-of-two size is 128x128). Since it's not a power-of-two it has to first stretch it to power-of-two then draw that, and the stretching is where the "glitch" comes from.

    If you turn 'seamless' mode on then it doesn't tile anything so the power-of-two limitation does not apply, but it still happens. This is indeed a bug because it's stretching to power-of-two sizes (which degrades quality) when it doesn't need to. This is fixed for the next build.

    tl;dr - in the next beta turn 'seamless' mode on and it's fixed. It can't be worked around at the moment with seamless mode off.

  • Use the Image Format dialog.

  • Can't see anything wrong here, top and bottom look identical in Chrome. Can you show screenshots?

  • Memory usage

  • That's why it's not included, it's obfuscated at export-time to help prevent reverse engineering of your projects.

    Just use an instance variable with the object name.

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  • Not sure browsers actually support this yet, but will take another look.