part12studios's Recent Forum Activity

  • So I have some links to open something in a new tab and this works fine for PC browsers.. but when i click these same buttons on a mobile browser, a new tab doesn't appear and of course no change of focus to the other tab occurs since no tab opens.

    Is there some special thing needed for mobile browsers?

    I also noticed that clicking the "contact" button which opens email also doesn't work.. i could have sworn this was working before..

  • i figured but i still wanted to confirm. the whole local storage thing is one of those things i manage to get working but it's always a little touch and go to get things working perfectly.

  • ok cool this makes a lot of sense and sounds simple enough to do by just removing some files.. but do you know if this data is separate from the "local storage" data that would be saved regarding preferences / high scores?

  • I'm making constant updates to my game/site.. i have a version display at the front.

    8bitwidgets.com (ver 033 is the latest)

    however users might still be on version 017 while i'm up to 033.. i just want to force it to update.

    maybe a button i could put in my settings like "reset / force update" in my settings?

    I wouldn't mind if they download the game each time they visit by default. just not sure if any of these options are possible.

    Also though I do use local storage to save high score so ideally that not be lost each time.. not sure if the data is the same.

  • bah, ok now that's just embarrassing. lol. thanks Ashley :)

  • what?! omg.. thank you!

    has that been in there long? That seems new to me.. not saying i haven't been in that recently but i usually would just change the screen size for a new project.

  • I know I can manually change <body style="background-color:black;"> after exporting, but I wonder if there is a way i could get that pushed into the index.html during export so i just don't have to keep doing that?

  • Hi there, so I was noticing how a web game freezes till you come back. this is fine, but i don't like how my game behaves upon return. I thought it would be nice to perhaps have it do a fade from black upon return..

    I have a FPS / filter event sheet that works well when you first come to the site, but because of the jerk in cpu between tabs this temporarily breaks the effect and giving it a fade from black when you click the tab again to return would be cool.

    I just don't know what to call that moment in the game.. is it the browser "offline" events?

  • actually it seems it was the filters that were doing the most damage to performance.. so i've setup a check against FPS in Construct.. if it's below a certain number.. to disable all of those filters and that seems to bump up the performance to be acceptable.. so that's great.. thanks everyone for the insight and suggestions!

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  • ok so regarding the collisions.. performance lag is immediate.. which the opening screen is minimal.. it's little more than a "click here to enter" kinda screen.. nothing much is going on.

    are things found in other layouts always active? or only active when you enter that particular layout?

    i'm thinking maybe it's the BBS effect.. which is a tilemap that scrolls down creating a kind of "redraw" effect between screens.. something tells me this might be the issue.

  • Hi everyone, so I have a game that runs great on any computer with a decent gpu.. but i've found that some computers using "intel graphics" struggle severely.

    I'm looking to make an alternative version of the game that is optimized for better performance and I'm curious perhaps what things might be the biggest performance hogs..

    My first bet is layers. Do using numerous layers eat a lot of cpu? I'm talking like a layout with 5-6 layers. I broke things down for placement to be easier by moving buttons / text / background / etc to different layers. never more than 6.

    www.8bitwidgets.com is the site. I am using several filters as well. these too might be the culprit.. and i'm going to see about disabling those as well. using 6 layout effects.

    I don't think I have any special objects going on.. local storage.. limited particle usage (performance suffers on layouts that don't use any particles). I know how expensive on the cpu particles can be.

    This lag is an overall lag. On my work computer it's really bad, but this is good because it helps me simulate what's going on..

    I noticed if i reduce the size of my canvas (make the window smaller) the performance improves drastically.. so resizing the canvas was an idea, but i might also depending on what features that get cut out help with performance i'll see about disabling those things.. like layout effects.. etc..

  • hmmm that is very interesting. i'm not sure it would work in my case, but still the fact that different layers can vary is good to know for the future! :)

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part12studios

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