Ashley's Recent Forum Activity

  • A 40x40 image is still tiny. Reducing a 2048x2048 image to 512x512 might bring some benefit (that's 16mb vs. 1mb respectively), but 40x40 is something like 6kb, so probably not something the GPU is going to struggle with!

  • Events are completely suspended when the game is in the background. You probably want to use the Browser object's 'On suspended' and 'On resumed' triggers. If you save the wallclocktime in both, you can figure out how long the game was in the background for, and compensate accordingly.

  • > The problem is when you zoom in it increases the detail of the text by creating a larger texture - the size of the object in screen space...

    >

    Wouldn't make more sense if the texture size was based on the object size in layout coordinates? This would avoid things blowing up.

    Layout co-ordinates don't change as you zoom in. So this would mean as you zoom in to text it becomes blurry or pixellated, instead of increasing detail. It would look the same as putting some text in a Sprite object and zooming in very far.

    I could perhaps add that as an optional mode for the Text object? Something like a 'Upscaling quality' property which can be 'Low' (no detail increase, goes blurry as you zoom in, but uses less memory) or 'High' (as it works now, increases detail but can use lots of memory).

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  • This is to do with the way text is rendered in WebGL mode. Since WebGL provides no features to render text, a text object does the following:

    1. Create a normal 2d canvas.

    2. Render text with the 2d canvas (since that is a capability canvas2d has, but not webgl).

    3. Create a WebGL texture the size of the object.

    4. Paste the 2d canvas in to the texture.

    5. Render the texture like a sprite.

    This is a pretty well optimised process - it only does that when the text changes or its size changes, and the rest of the time it's basically a Sprite. Normally it's also only operating on small rectangles.

    The problem is when you zoom in it increases the detail of the text by creating a larger texture - the size of the object in screen space and rendering larger text (so as large as the object would appear if your monitor were large enough to display it all). If you keep zooming in, you end up creating huge textures. Worse if you are zooming in a bit further every tick, every frame it will run the whole process again, including creating a new texture.

    So this is by-design for high-detail text. The best thing to do would be to use SpriteFonts, or, er, not zoom in on text that far. I guess I could put in a max detail level clamp though so it doesn't explode. I'll leave this bug open for that.

  • This is by design. The Pathfinding behavior uses an obstacle map. Unbounded scrolling allows for infinite scrolling. Therefore to support pathfinding anywhere with unbounded scrolling would require an infinite amount of memory. See the manual entry:

    [quote:262e7531]Note all cells outside the layout area are always obstacles. Areas outside the layout area cannot be included in the pathfinding grid, since doing so would require an infinite amount of memory.

  • Closing as not a bug.

  • The problem is the project name ends in a dot, I think. Windows has weird file system limitations about files/folder names ending in a dot which causes the problem. If you rename it to LookAZubat it can export, then you can rename it afterwards.

  • Closing as duplicate of https://www.scirra.com/forum/r196-2-asm-js-revolute-joints-aren-t-strong-enough_t124164.

    I'm afraid I have no idea why this is. I didn't write either the box2dweb or asm.js versions of Physics, and the asm.js version is a non-human-readable build based from the original C++ sources, so I have no idea where any major differences could come from.

  • The link to the error message is not working. Based on what huwp reported, this is a duplicate of https://www.scirra.com/forum/physics-error-and-crash_t150137. Please note the bug report requirements; we normally would not investigate a complete project with vague repro steps.

  • Can't reproduce here, at least using preview-over-Wifi. The latest Chrome for Android on a Moto X with Android 5.1 plays it fine, as does an iPhone 4S.

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  • Can you test with the latest beta release? We made some bug fixes to do with shaders after export recently.

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Ashley

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