Ashley's Forum Posts

  • I can't reproduce with r171 on Android 4.4.2, although the alignment of the letterbox scale doesn't seem quite right.

  • I'm not actually sure, but presumably all other layer properties, effect parameters, global objects, persisted objects, any other global state like project settings, global variables, storage, music playback, in-flight network requests, etc. In fact it's easier to list what it does change: it just destroys all objects and re-creates the initially placed objects from the layout view. All other state is global.

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  • The iPhone 4 was released 4 years ago and its hardware is very weak compared to modern devices. Even the iPhone 4S is a big step up, and you can buy devices today for $99 that can get double the performance of an iPhone 4. Unfortunately it's probably only practical to target the 4S and newer.

  • Trust me, 45 FPS does not feel like 15 FPS - 45 FPS should be playable but 15 FPS is awful quit-the-game bad. 45 FPS is obviously not as bad as 15 FPS but probably looks bad because the frames are irregularly updating. Since the screen updates at 60 Hz, a game drawing at 45 FPS will be drawing a frame every 1.5 screen refreshes, causing an ugly pattern like: draw, skip, draw, draw, skip, draw, skip, draw, draw, skip. On the other hand 15 FPS would be draw, skip, skip, skip, draw, skip, skip skip, draw...

    Irregular frames don't look great but provides a less laggy gameplay since you are getting more frames and can respond more quickly to gameplay events. We previously had an experimental feature to drop the framerate to a regular 30 FPS, but it didn't seem possible to implement reliably (it still had ugly irregular framerates and worked differently on different browsers) so we gave up on it.

  • There's probably a lot more state that isn't reset by jumping layout. It would be difficult to list everything in a useful way.

  • It's inevitable that all the extra work done by the debug inspector will affect performance, and none of that work is done by the profiler. I don't think there's anything to investigate here, it sounds normal.

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  • Most of the performance questions in this thread are meaningless. Read the blog post Optimisation: don't waste your time

  • The debug view takes up a fair bit of CPU by itself just to track changes to the game data and update the debug view when things change. This is normal.

  • Check your graphics card drivers are up-to-date.

  • All folders in the C: drive require admin permission to access under default Windows settings. Your app is only guaranteed to have access to the appdata folder.

  • By default Windows prevents non-admin apps accessing system folders which may well include C:\temp. Write to the appdata folder instead.

  • Slow - that link returns 404 not found for all the image files (check the browser console on desktop), suggesting you simply did not upload all the files.

    Also - closing, you need to include a .capx file as per the guidelines for a bug report to be investigated. So far the evidence is there is only a mistake on your part.

  • I'm not sure what you're getting at. A "fast trigger" is a trigger that only iterates conditions with a given parameter, so triggering "on function foo" only iterates "on function" conditions with the parameter "foo", rather than every "on function" condition in the project (which would slow down as projects got larger). It doesn't really have anything to do with ordering or event sheet includes IIRC.

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