For some reason I was hoping that saving Canvas would save the whole layout :( But I guess that's impossible because it's not all rendered.
<img src="https://dl.dropbox.com/u/1024727/c2/global.PNG" border="0">
Manual entry on variables
No it's not just an image that's being stretched, it's changing the rendering resolution. I asked about this somewhere before.
Rendering size affects performance, the smaller the window the faster it will run. Sometimes it doesn't affect it much, but depends on the computer.
I thought using a huge object count (which comes from using tiles) made a big impact on performance? Unless you're using a bland background like in the Ghost Shooter, where it's just a single tiledBG.
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Intel's graphcis aren't great, but they've been getting gradually better ? I'm suprised that 2 year old laptop i3 isn't performing that well.
I wish it was more common for people to have AMD/Nvidia graphic cards though.
Sully what FPS you getting? I'd be interested to know computer specs if people are getting low framerate. I'm getting 60 FPS, but my computer is only a year old.
Valve is allowing software to be sold soon through Steam, and Scirra might decide to sell C2 on steam.
http://store.steampowered.com/news/8584/
He's said he might do memory per layout later on.
Ashley, but if we're not doing it for mobiles its fine then?
The problem with doing 'modular parts' or using heaps of sprites to make areas is that it can push up the objectcount to thousands, and I think the objectcount impacts the performance quite a bit from my experience. So I think I'm going to do my levels with unique sprites with a size of 1000x1000 (and invisible solid objects for collisions).
The whole game is in the memory.
You're pretty much guaranteed for HTML5 games to work on Ouya, since they work well on Nexus 7 which is basically an Ouya in terms of hardware. Ouya is using a Android as well, so people that make android wrappers are almost certainly going to support it eventually.
Member since 14 Jul, 2007