Ashley's Recent Forum Activity

  • I can't really tell I'm afraid, could you share a .capx so I can investigate?

  • OK, well the point was it's far beyond the range of an ordinary game, so it's not surprising it doesn't work. I guess you're hitting some other limit. The point is you need to redesign your game to use less images.

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  • It's nothing to do with how big the textures are - GPUs are so efficient they don't really mind whether you use big or small textures. The problem is the overhead of each draw call. Each image must be drawn with four vertices, each vertex taking up 16 bytes, for a total of 64 bytes per image in the vertex buffer. Note vertex buffers are not as well designed to handle vast amounts of data, like textures are designed for. Drawing 9400 images at 60 fps will therefore be 36mb per second through what's supposed to be a lightweight vertex buffer. That seems to be enough to kill it. An ordinary game would probably only be transferring 192kb per second through the vertex buffer (99.5% less).

    You have to design your game differently, what you are doing is exactly what will kill graphics hardware. I would guess you can get away with a few hundred images, but 9600 is beyond extreme. It's not really C2's fault or the browser's fault either, it's just you're doing things the hardware was not designed for.

  • This has been discussed before, but in summary: for technical reasons the Scirra Arcade can only accept submissions from one version of C2. This is a problem and we want to fix it but it's technically complicated and will have to stay like this for the time being unfortunately. Either we set that to the last stable release and beta testers can't submit games, or we set it to the last beta release and stable users need to upgrade to a beta release to submit. The latter is how we prefer to do it, so we can get games using the latest features on the Arcade.

    Unfortunately this does make it difficult to submit when a beta release is dud (like r96), but this should only happen irregularly, and with approximately weekly updates you should only have a few days wait then you can submit again.

    Hope that helps explain the situation!

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  • Try using the system 'compare values' condition. If that doesn't work, I think we need to know more about what you're trying and where you're entering it.

  • I don't think this is currently possible, but Mozilla are working on standardising features to lock the screen to always on, so hopefully support will come in the near future.

  • For best performance, see performance tips.

    You'll also want to make sure you have up to date graphics drivers to ensure the browser turns on WebGL for best performance.

  • 'Request fullscreen' is only supported on Chrome and Firefox on desktop computers, as far as I know. It won't work on any other browser for the time being. although I expect support is coming to other browsers soon.

  • That's crazy! Even a native renderer would struggle with that many images. It's an incredibly inefficient way to design your game.

    Why do you need thousands of tiny objects? You should use fewer, larger images instead!

  • If both CSS transformations and canvas 2D are GPU accelerated (which I think is true in Safari on iOS when not using PhoneGap), they should perform about the same. However since CSS has the extra overhead of being in the DOM tree, I would expect it to perform worse when using many sprites.

  • CAWithey, this type of problem should be expected for beta releases, which is why we have the warning on the download page. If you don't want to deal with this type of problem I would recommend staying on stable releases.

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Ashley

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