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Messages - uma

#1
Engine Development / Re: AGS engine Web port
Thu 05/10/2023 13:36:08
Quote from: Crimson Wizard on Thu 05/10/2023 13:18:59
Quote from: uma on Thu 05/10/2023 09:40:17As a practical solution, am I understanding correctly that re-doing the graphics at a lower resolution will help, at the very least with the load times? I'd really like to keep the 5 frames of bg animation for each room, though I'm sure thats a bit part of the games bloat as I'm not working in a particularly element way.

What are these 5 frames of room animations doing? Usually I suggest to see if these may be broken into separate smaller objects.

It's a first person game with only about 40% of the screen used for what I'd think of as the "room" in a regular 3rd person p&c with the rest being UI. The other 60% of those 5 images is mostly empty white space, with some "noise" behind where the UIs sit to give them some life. I knew this was inefficient when I started but I couldn't see how how to get a room background image to be anything other than stretched across the whole screen, and equally wasn't sure how to animate UI elements, so I padded all the backgrounds.
#2
Engine Development / Re: AGS engine Web port
Thu 05/10/2023 09:40:17
Quote from: eri0o on Fri 29/09/2023 02:24:11@uma , your game use a very high frequency graphics with alternating black and white pixels at full hd, what is happening is in browsers that advertise a lower resolution than their real resolution, the game is rendered in that resolution instead, so the discrete pixels are decimated (or downsampled). This is like, if you go from 1920x1080 to a 960x540 resolution, you get only the even (or odd) set o pixels, but because you use alternated black/white pixels, you will get either only the black or only the white pixels - which makes some graphics disappear. This means that your game will only really work if run at the EXACT resolution it's made - or bigger, but then some moiré pattern occurs when the pixels are resized. I don't have a solution for this, perhaps using bilinear will help - but this means the graphics won't be sharp or look exact like you want it to.

I have an idea to get the full resolution of the device the browser is running ignoring what it advertises, that could maybe help, but this would work by fully getting rid of the in-engine (script API) for alternating between windowed and Fullscreen, instead this would only work by using the external button (the gear engine). What I would do is I would directly use the JavaScript API for Fullscreen instead of SDL and Emscripten (which currently are very buggy).

Now the issue is you mentioned you have the issue on macOS, and this kinda should not happen. Do you get this issue on Safari in macOS? Can you tell me the exact model of your MacBook? Is this using an external monitor? Can you tell me the specific resolution of the monitor?

thankyou! Where are you referring when you mentioning "bilinear" please? I'm obvious familiar with this for scaling graphics, but ive not noticed it as an option within AGS.
With the problems displaying on mac and android they are both showing the same graphics (i.e things that are anything other than black or white, which completely tracks with what you're saying). On android (Galaxy Note 10+) this is the same for both 1520x720 and for 2280x1080, but with significant load times for the latter. Friends mas is a 2011 MBP, 1080 x800 (this is older than I had expected!)

As a practical solution, am I understanding correctly that re-doing the graphics at a lower resolution will help, at the very least with the load times? I'd really like to keep the 5 frames of bg animation for each room, though I'm sure thats a bit part of the games bloat as I'm not working in a particularly element way.
I could probable change a couple of things and shift to 8bit colour if that would also help.
#3
Engine Development / Re: AGS engine Web port
Tue 26/09/2023 18:39:12
Hi there thank you so much for your work on this. Ability for build for web is something I've hoped for in AGS and it's fantastic to have the option to build straight from the editor!

I have a couple of questions that I could not find the answer to with a search.

First, could someone advise why game hosted on itch my load correctly on a pc, but on a Mac or android large parts of the graphics don't load? On mine, the rooms and sprite's are not loading, only text and a button (the only elements which are not either black or white, if that's relevant), and the rest the screen is black. Everything else is running.

Secondly, I would really like to make my game work as well as possible on this format. It's currently 140mb and using about 2gb ram to run in either chrome or Firefox. It drags a bit but does eventuall run smoothly on my old x260. I have 5 frames for each room, which are drawn at 1080. Before I start downsizing the graphics, is it more likely the resolution, number of frames, or indeed something else entirely that's the main culprit for things being slow? Apologies if this isn't a thing can be answered like this, I thought I should ask before redrawing everything! Thanks!
#4
Engine Development / Re: AGS engine Web port
Thu 19/08/2021 14:08:03
I'm so excited about this!

Are the links down atm, i'm getting a 404?
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