Alternatively, you can use Node.js sockets and play around there which has no lag from my experience.
Bronson Sedeno
@Bronson Sedeno
Posts made by Bronson Sedeno
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RE: Most lag removed from the MPHX multiplayer library.
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RE: Is it normal for HTML5 to have lower quality?
Could you give me an example of what you mean? I have the resolution set in project.xml. How can I check if its scaled?
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RE: SUPER Cute Alien - 1-4 players platformer about friendship, love and what it means to be human.
@claudio-ficara said in Super Cute Alien - A cute platformer, inspired on BattleBlock Theater, Super Meat Boy and others!:
Also, extended the Dialog class I mentioned before, to have support for a more classic dialog box, multiple characters, and gibberish audio!
I am using HTML5 target. When I use the neko target, everything looks nice and sharp. I am not sure if this is a limitation of Haxe or flixel.
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RE: Is it normal for HTML5 to have lower quality?
Would using bitmap images solve the blurryness for images as well?
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Is it normal for HTML5 to have lower quality?
There are two builds: HTML5 and Neko.
Check out the image below to see the quality. HTML5 (left) and Neko (right).The text and image on the left have lower quality than the one on the right. Anyway to fix this?
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RE: [SOLVED] Poor draw performance on my Application
I just solved the problem! Thank god. FlxButton was the issue. I made my own button class and everything is down to 1-5 ms. Much much better. Not sure why FlxButton created such issues.
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RE: [SOLVED] Poor draw performance on my Application
The build on Neko works really well, however my primary target is HTML5.
On Firefox MS averages about 40, and on Chrome its about 15.I have no idea where to start. Would appreciate some ideas. No idea what to do at this point as I a not animating anything nor am I putting things in update().
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RE: [SOLVED] Poor draw performance on my Application
I guess ill try it. I was trying to install android the other day with lime but I kept getting an out of memory error?
Also does doing switchstate with FlxG do garbage collection for me?
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RE: [SOLVED] Poor draw performance on my Application
I agree. I am using an HTML5 build and I have not tried other builds. I am not sure what could be wrong. An empty state causing 2ms, adding a few flx buttons causes 4ms...
This wasn't a concern early in development until I started animating which is when I noticed it.
I have a full friend list feature. The only animations done are when you hover over the buttons to change the alpha.
Also I have several classes to build these features such as:
Class A calls class B.
Class B calls class C.
Class C calls class D.Not sure if that would cause ms issues...
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[SOLVED] Poor draw performance on my Application
I am getting on average 30(35ms) for draw on the debugger. Here is a screenshot of the game:
https://imgur.com/a/XnLv9Would the size of the images be the cause of high draw time or something else?
You can click the buttons, type in the chat, add friends, block friends, send friend requests. I have several classes doing all these.
You can also hover over buttons to change the alpha.
All images were large originally but were scaled down.Another example:
http://prntscr.com/gm3hez
I just have a background with 3 buttons, each of size 45kb. My draw MS goes to around 4.
These are created just using FlxButton.This is the new function under FlxSpriteGroup, all other functions commented out.
public function new(x:Float, y:Float, width:Int, height:Int, url:String) { super(x, y); this.width = width; this.height = height; this.dispatcher = new EventDispatcher(this); btn = new FlxButton(0, 0, "", pressed); btn.loadGraphic("assets/images/cancel_request.png"); btn.setGraphicSize(75, 75); btn.updateHitbox(); this.btn.set_alpha(1); this.background = new MyRect(0, 0, width, height); background.alpha = 0; this.add(btn); this.add(background); }
I also get 1-2ms on an empty state.
EDIT: FlxButton was the problem. Not sure why it created such poor performance! Creating my own button class solved this issue.