Ashley's Recent Forum Activity

  • Do you have the RTM build if VS2015? The RC version is not supported any more.

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  • It's not really possible to run shaders after the 'low quality' fullscreen scale: it has already finished rendering the entire game, and the result is scaled up. If you want high-quality shaders, you have to use high-quality fullscreen mode.

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    > 9. Ashley and I don't agree on optimization efforts. Maor at one point was told not to bother doing optimization. There was little he could do with enough performance impact. The game ran at 5fps(on mobile) and crashed. We sat down for 2 months going back and for over email and got the game running to 50fps+.

    >

    I don't understand completely, should we try to optimize or not?

    I don't think we disagree, my point is that you should only optimize when you have measurements indicating that performance is not good enough, and in that case, your optimisations should be guided by the measurements. Too often people try to optimise things that have approximately zero impact, because they don't know what the real issue is. Obviously if a game is running at 5 FPS that is a clear sign performance is not good enough, and using other measurements can help guide you in to improving that.

  • Follow the release notes to stay up-to-date with changes. The r202 release notes covers the new Local Storage plugin in more detail.

  • Oh, right - then I'd chalk this up to NW.js being a few versions behind Chrome (v0.10.5 is particularly old now too). I guess it's a problem already fixed in Chromium and it should be fixed when NW.js catches up to Chrome.

  • But if we use Tiny PNG, that would still decrease the size of our game. Right?

    You could also replace all your artwork with solid black rectangles. That would really decrease the size of your game because that kind of image compresses incredibly well. It would however have quite an adverse effect on the quality of your artwork. So there is a tradeoff to be made

  • All software has bugs, and that includes websites. I hope today Tom can resolve any issues that were affecting you. I assure you that setting out to deliberately sabotage our customers is hardly something we consider a useful business strategy, and I'd hope the other sellers on the store could attest to that. Instead we are keen to support all customers and sellers on our store to make sure it's as useful and profitable a place as possible for everybody. Technical issues are unfortunate and we will do our best to resolve them, but I guarantee you there is no malicious motivation behind it.

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    OP is banned. You basically asked for it, I don't know what you were expecting to happen posting this kind of thing on the official forum.

    Just to be clear, if anyone ever says they've found a free or cheaper way to get licenses, it's definitely a scam. The only way to buy licenses is through the official Scirra Store or Steam.

  • The problem with downscaling everything is it will trash the quality of your artwork. It's better to design memory-efficiently from the start. See Remember not to waste your memory

  • So my question is how many collision checks is too much?

    Also how much Image memory usage is too much?

    Is 40% CPU utilisation too much?

    There are no fixed answers to these questions. If the game runs acceptably on an acceptable range of hardware (according to whatever your targeting is), then those numbers aren't really important. They might come in to play if the game is not running acceptably, to help guide your optimisation efforts. Don't optimise things that don't matter.

  • The Windows graphics drivers may be significantly better quality than the OS X drivers. What does chrome://gpu say when running Chrome on OS X?

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Ashley

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Last online 27 Oct, 2026

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