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Everything posted by Jammy

  1. Hope you're well mate. I've got a new build today that addresses a lot of the mobile issues but still with a lack of all the devices around me to test on would be great to see what happens on everyone elses device. Would you mind sparing a moment again to try on this link: https://ajamdonut.github.io/ABV2/allbuilds/v.2.2.5f/ A lot of the other issues (audio etc) have also been fixed but i'm still sure I've got a bit to go before it's rock solid.
  2. Hey guys, really really appreciate these write-ups. So far i've addressed a few of the issues but I wan't to nail everything you've mentioned before posting latest. Really appreciate it! I think the Tablet stuff should be a lot more solid next time (I've added a bunch of logic to check the device type) Also thanks for pointing me at Howler, audio is next to be rewritten and this will probably fix a lot of my issues.
  3. Hi guys, Hope you're all well. I posted my last game here a year or so back Arcade Builder - I've been working on the engine on and off ever since and I'm really trying to nail every bug. I feel closer now to a solid game now but I don't have many friends and family with iPads/Androids/Macs to test on so some feedback on those devices would also be greatly appreciated! Could you please help me and check it out and cause any issues you can? If you're feeling daring try the "Hell pit" level and tell me how badly or how well it runs. https://ajamdonut.github.io/ABV2/allbuilds/v.2.2.4/ The major changes since the last version are: Changed tile system to pixi-tilemap Changed viewport to pixi-viewport Added tablet controls Added fixes for Safari Re-coded AI Added browser compatibility checks All feedback and suggestions really appreciated. Even if its bad news Thanks, Jammy.
  4. I guess the only other way I can think... If the gradient was put onto offscreen canvas and you had an algorithm go along each edge removing pixel in a dither pattern with transparent pixel to create the dither.... Again though.. not sure on impact to performance.
  5. Yea I see the issue... You could do it like a 9-grid (i.e. 3-grid), e.g. the sky is a 1px width gradient rendered from a photoshop png the height of the sky (stretched to the desired width), and on each end of the sky you attach your gradient-ed dither from photoshop or such. That way you could even do away with the pixel dither all together and just have joining skys with whatever gradient u want... but ofcourse im not sure on the impact of a stretched 1px texture, not tried it in pixi.
  6. Feel you there bro I wouldn't touch shaders. I thought about this one a lot and what about maybe... A pixel art dither as a texture, repeated to the height of the screen, dithering from one color to transparency. You could maybe even build the dither on an off screen canvas.
  7. Actually that really helped, I had completely ignored that fact... This is definitely a "per-browser" thing and already I've dug up some content from Chromium. Thanks for the help! https://docs.google.com/document/d/1i3IA3TG00rpQ7MKlpNFYUF6EfLcV01_Cv3IYG_DjF7M/edit#heading=h.7smox3ra3f6n
  8. I know it's a difficult one ey... So as far as testing goes I've tried some stuff but what I find is, for example, 5 workers is great for say 20 AI, but past that I want say more like 10+ workers, otherwise the AI is waiting around for other AI to calculate its path, e.g. AI 1 is calculating a path, so AI 16 is waiting for that calculation to complete before making its calculation. That is kind of a big gameplay part of the game, just how many AI I can have, since its a business simulation. This is a video of some stress testing, at 20+ workers all most AI seems okay, but anything lower than that and loads seem to wait around (which is why I don't think max workers throughput is directly tied to CPU cores... probably more threads). You mention 2 or more webworkers may end up on the same thread, this may start to explain things more. Are you aware of any writeups or any experience with how it decides when a new thread is made, or when to share one? One thing I may just have to come up with is a way to identify the client/device and then launch an appropriate amount of workers for that.. and then tweak gameplay to match Cheers, jammy
  9. Hi all, I know that google may answer this question but actually it's not as straight forward, since so many people say so many different things. My question is, what is the maximum amount of web workers I SHOULD create for my game. I can see some posts saying that you should only create one worker per CPU core, but this just doesn't seem right. My webworkers do seem to increase throughput even after the count of them is higher than my CPU cores. My game may run on Phone/Tablet or Desktop so the maximum amount of webworkers I SHOULD create would probably vary depending on the device/client. Would really appreciate thoughts/tricks and any links to write-ups. I would REALLY appreciate any write-up on just how webworkers generate their threads in the OS and just how many are effective on a single core machine vs dual core machine+ For consideration, the webworkers I am using are for pathfinding and I have a fair few AI, so the more workers I can achieve, the more AI will all be moving at once. Thanks, Jam
  10. Update: I think its entirely caused by zooming and not pixi-tilemap. is anyone aware of a way to force "zoom steps" or "zoom rounding??" for pixi-viewport.
  11. Hiya guys, I know this issue crops up a lot but I've just added both pixi-tilemap and pixi-viewport to my game and I've been struggling quite a bit, getting help with this one issue might relieve the stress a bit. So I have a tileset that when zoomed causes the grid effect normally caused by floating point textures. Since i'm using pixi-tilemap and pixi-viewport... my question is which one should I be looking at to resolve the issue? I can't seem to find a way to quickly tell either to not use floating points on anything, and the standard PIXI resolution/pixel rounding/scale_mode is set at the top of the code. Maybe the answer is to code my own zooming code and pass that to pixi-viewport as pixel values using viewport.zoom() but if I can avoid that then bonus. Any helps/tips much appreciated Also thanks for the libraries, great performance/usability gains since adding them.
  12. Hi guys, Looking for some help with my next hobby project to add some quality to the graphical side. Budget: $10-$30 per asset Work: A bunch of tileset and objects for the game Game: Data Center Simulation The game is based on this engine so will have the same perspectives but I want a completely different look. Consider Pixel Art and others. https://imgur.com/a/mkOe4qQ Ideally contact me on Discord for a chat or contact on here. Jam#3829 Thanks, Adam.
  13. I think it may have crashed on me or something? Latest Chrome on Windows 10.
  14. I had already played this a while back, it's one of the more enjoyable .io games - very fun.
  15. Jammy

    js13kGames 2017

    hi @end3r im just wondering about the package size rule. E.g. if my code is 40kb, but once compressed into zip is 13kb - would that count as a valid entry? Thanks, Jam
  16. Heya guys, Today I've decided to put Arcade Builder live on Newgrounds, hopefully I'll get some feedback and then can but this project to bed after any tweaks and then onto the next project. Arcade Builder is a business simulator which lets you build and manage your own games arcade. You can find the link here: http://www.newgrounds.com/portal/view/696901?updated=1500890537 If you have a Newgrounds account it'd be great to receive some votes/reviews. It is written in HTML5 and uses PixiJS to render. It took roughly 5 months in total with a lot of chill time in between (lurking here and playing games). I still plan on doing more with this game, but under a different title/theme next time, I'm thinking of adding crafting. For those who may be interested, here is my favourite video during development: I have created a playlist of all the footage I took during development: Thanks guys, have fun, Jam.
  17. It was an interesting watch although an abrupt ending even if it is just part 1. I was hoping for a conclusion where we look back at the concepts and stuff... I guess it'll be in part 2, but in future just put a smaller conclusion at the end of a video maybe? coz this just kinda built me up only to cut me off. I look forward to part 2
  18. Heyooo guys. A load of updates made to the game now after more public testing and such. I still plan on doing a few more changes before going live but once again would love to hear any feedback/issues/suggestions. Improved UI Many bugfixes More upgrades Janitors/cleaning More animations from customers (show unhappiness) Read customers thoughts (find out whats wrong) Multiple challenges Optimisation in a few areas Latest link: https://jamdonut.com/prod/0.8.8c/iframed.html Couple of screenies: Thanks, Jam
  19. Mmmmmm..... I have no appreciation here sorry. 1. It's spelt "Total" not "Totle" 2. It's not a game 3. It hardly needed developing, I could make this in 3 lines of JS 4. Trust me you don't want me to rate or even continue to consider this app. I'll get nasty.
  20. graphics are nice, website too. gj dude