Ashley's Recent Forum Activity

  • You're kind of barking up the wrong tree. Most of the things you mentioned are not important considerations for performance. Everything important is mentioned in the 'Performance Tips' article, and everything not mentioned in the article is generally not important.

    See the blog post Optimisation: don't waste your time.

    1) Offscreen objects are still processed by the CPU (it would be very annoying if they paused whenever they went offscreen). However, it's kind of irrelevant because most games spend 90% of their time drawing the screen, so even if they were not processed at all there would probably not be any performance increase. So you could make a much bigger difference focusing elsewhere.

    2) Collisions have to be checked every frame, but far apart objects can be discarded almost instantaneously. Only semi-overlapping objects which have a collision test take a lot of CPU, but as per #1, it probably wouldn't improve performance even if you didn't make the collision check at all. So you could make a much bigger difference focusing elsewhere.

    3) Inactive physics objects automatically stop processing (they enter sleep mode), so generally you don't have to worry about this.

    4) Just fake it with another behavior like Bullet with gravity, and don't use any collisions.

    5) I think the case you mentioned would be absolutely identical either way.

    6) I don't recognise that language - I'm not sure where you got it from!

  • This really sucks. You have to get a public link for every single file involved in the game.

    We'll be removing our advice to use Dropbox and finding another service to replace it. Has anyone tried Google Drive?

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  • Well, one immediate problem is if people host on Dropbox and get too many plays, Dropbox will shut down the account for exceeding bandwidth limits. So you'd have to have your own server running. It's an interesting idea though.

  • First of all check out performance tips in the manual.

    1) Sprites are not rendered if offscreen. (This is asked a lot, and I'm not sure why! How is it possible to actually render an offscreen sprite? Why would any engine even attempt that?)

    2) Generally this is not important to performance

    3) Generally this is not important to performance

    4) You cannot control the Particles object with physics. You shouldn't even attempt it with sprites, because it is an extremely inefficient thing to do. See the performance tips article.

    5) Tiled backgrounds are always more efficient than grids of sprites (see the performance tips article). Apart from that there is generally no important performance difference.

    6) What bits of coding are you talking about?

    7) I'm not sure, because our Android support is still in beta so there probably aren't many games published with it. How about Save Komo?

  • You can do it all with a single animation frame. If you create 10 instances of a sprite with one frame, you should be able to 'load image from URL' in to each instance separately, e.g. using a 'for each' loop. I say 10 because I'm assuming that's how many results fit on screen at once, there's no reason to create more sprites for any results that are not visible.

  • Type chrome://flags in to the address bar in Chrome, and you should be taken to a page where you can enable the Gamepad API. Otherwise just wait until Chrome 21 comes out.

    That controller ought to work, but I can't say for certain since I haven't tested it myself. Hopefully it's compatible with XBox 360. Just give it a shot and see if it works.

    Have Dropbox finally removed the public folder? I heard talk of it, but didn't know if they'd actually done it.

  • AFAIK, toDataURL() is blocked if you've drawn a cross-domain image to it (if it did not send the access control HTTP header). This is another security measure to prevent accessing the pixel data of cross-domain images.

  • That alert only ever appears if the browser address bar starts with file:///. Are you sure your project is uploaded and online? Can you link me to it?

  • Yes, just add an event to restart the layout when a sprite is touched.

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  • No, this is something many users deliberately want to prevent: if it were possible you could reverse-engineer other people's games and get the projects, making it a lot easier to steal them. So by default the exported code is obfuscated to make this impossible.

    Might be a good time to enable automatic daily backup.

  • Gamepads are supported in Chrome 21+. In the current Chrome 20, you need to enable it in chrome://flags. Support is coming later to other browsers (probably Firefox next and other browsers later).

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Ashley

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