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April 14, 2012

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Jurie

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Re: NME app has lower performance on iOS than on other platforms - why?

Thanks for the recommendation. I'd heard of it, but wanted a quicker solution... The sprites show fine except for the alpha. I'll figure it out smiling

Posted on April 16, 2012 at 4:54 PM

Re: NME app has lower performance on iOS than on other platforms - why?

Ah, I guess 16 bit/pixel PNGs are not so useful... Now to fix the alpha channel somehow.

Posted on April 16, 2012 at 4:44 PM

Re: NME app has lower performance on iOS than on other platforms - why?

Using ImageMagick montage. Is there any particular kind of PNG I should / should not use?

Posted on April 16, 2012 at 4:37 PM

Re: NME app has lower performance on iOS than on other platforms - why?

So I've switched to Tilesheets but no matter what I try the sprites look like this:

http://picpaste.com/Screen_Shot_2012-04-16_at_11.09.23_PM-nyvnKbVW....

The original sprite sheet is 512x128, each sprite is 128x128. I am not using smooth, scale, rotation or alpha. I've tried stripping it down to one rectangle and one tile but the effect remains.

Do you know what could be causing this?

Posted on April 16, 2012 at 4:13 PM

Re: NME app has lower performance on iOS than on other platforms - why?

I read it but I didn't understand it smiling That's exactly the kind of stuff I don't know. I set a mask because I want to clip the gems and this seemed the easiest way of doing it.

I did in the mean time read your slides and got the hint about GPU > CPU on mobile and how that probably means ignoring a lot of Flash desktop performance hints. Not that I know many of those ;)

Thank you very much for taking the time to help me!

Posted on April 16, 2012 at 3:06 PM

Re: NME app has lower performance on iOS than on other platforms - why?

Sure. It's right here:http://pastebin.com/NWAAH0Rn

Gem derives from Sprite and has a Bitmap added to it.

Posted on April 16, 2012 at 2:41 PM

Re: NME app has lower performance on iOS than on other platforms - why?

I use no effects whatsoever. It's a super-tiny project. It just moves 20-30 sprites, 88x88 pixels.

I was going to use framerate-independent movement but started off with a lazy implementation, because I assumed ENTER_FRAME would be called 60 times per second anyway with so little going on.

I am not claiming to be extremely knowledgeable about Flash/Haxe/NME performance or to have coded the most optimal way but this just seems weird to me.

I have a second mini-app that moves a bitmap over the entire screen and that's smooth as butter.

Posted on April 16, 2012 at 2:35 PM

NME app has lower performance on iOS than on other platforms - why?

I've got a tiny game prototype with about 20-30 sprites. FPS is set to 60 in the NMML file. It runs very smooth when I build for Mac or when I run the iOS build in the iPad simulator. But when I run it on my iPhone 4S, it has a low performance and jittery movement.

I update my animation using an Event.ENTER_FRAME event handler (I had a timer running at 1000/60 but took that out in case that was the problem).

Does anybody know why this might be happening?

Posted on April 16, 2012 at 2:13 PM