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Re: FlashDevelop output panel automatically cleared after reporting errorsYou can also run the build command from the command line.
Posted on July 21, 2012 at 5:08 PM
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Re: drawTiles for a drawing App - am I doing it wrong?Refactored a bit the code to separate the bitmap grid and the input handling.
Posted on July 21, 2012 at 3:11 PM
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Re: drawTiles for a drawing App - am I doing it wrong?Mobile bottlenecks is often about the amount of memory manipulated: a wide image means you access a lot more memory than a smaller image (images are a linear memory area). Non power of two images sizes also come with a cost.
Posted on July 20, 2012 at 10:30 AM
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Re: drawTiles for a drawing App - am I doing it wrong?Works beautifully on my TouchPad ICS too - it needs a bit of refactor though to handle multi-touch BTW.
Posted on July 20, 2012 at 9:28 AM
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Re: drawTiles for a drawing App - am I doing it wrong?I've made a test drawing app using this techique: a grid of bitmaps and copyPixels to draw the brush (lines drawn by drawing the brush every 5px).
Posted on July 20, 2012 at 7:08 AM
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Re: drawTiles for a drawing App - am I doing it wrong?I was thinking about small bitmaps because it would be manipulating less memory when drawing into, also you can create very large images and showing only the visible ones.
Posted on July 20, 2012 at 2:27 AM
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Re: Help : Assets.getBitmapData and BitmapData.disposeCalling bitmapData.dispose() in Flash makes the bitmapData unusable too, but at least you're sure the memory is generally saved.
Posted on July 19, 2012 at 2:18 PM
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Re: drawTiles for a drawing App - am I doing it wrong?Of course drawTiles doesn't work for that (cf "short answer")...
Posted on July 19, 2012 at 12:11 PM
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Re: Status of anti-aliasing / MSAAIn the nmml:
Posted on July 19, 2012 at 9:34 AM
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Re: Help : Assets.getBitmapData and BitmapData.disposeJoshua, to behave similarly to Flash, calling bitmapdata.dispose() should always release the image data (even if for some reason the bitmapdata object isn't freed otherwise).
Posted on July 18, 2012 at 3:21 PM
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Re: Tilelayer r/g/b values problem?Yeah there may still be issues in Flash/HTML5 (notably one bug I fix with removeChild that I just committed now).
Posted on July 18, 2012 at 9:08 AM
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Re: Tilelayer r/g/b values problem?Yeah it has to be implemented for Flash/HTML5. That's TODO, I just haven't a need for it atm.
Posted on July 18, 2012 at 8:11 AM
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Re: drawTiles VS display tree list for scaling/smoothingbitmap.smoothing = true;
Posted on July 18, 2012 at 6:33 AM
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Re: Tilelayer r/g/b values problem?You must set 'layer.useTint'.
Posted on July 18, 2012 at 5:16 AM
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Re: ipad 3 retina display?Do you listen to stage.RESIZE event?
Posted on July 13, 2012 at 4:15 PM
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Re: drawing linesIt's not as crazy as it sounds, but you should draw lines:
Posted on July 12, 2012 at 2:21 AM
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Re: Rebuild bin/target/assets folderI think xcode doesn't like this kind of external updating - I have similar problems with Titanium for instance and the project needs to be regenerated once in a while.
Posted on July 12, 2012 at 2:09 AM
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Re: Why not NME?As soon as you work with a GPU (especially on mobile) you must do batch rendering as much as possible. This applies if you write your openGl code manually as well.
Posted on July 11, 2012 at 1:11 PM
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Re: Why not NME?@raould
Posted on July 11, 2012 at 2:40 AM
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Re: Best practices for game background?As I said try to reduce the app startup job to displaying a loading image, then wait a bit before loading the rest of the assets. Aside from that, AFAIK, there isn't much you can do on Android to reduce the initial black screen.
Posted on July 10, 2012 at 6:01 AM
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