Recent Posts

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81
Development Progress / Re: Improved campaign module
« Last post by gumix on April 26, 2016, 09:40:22 am »
@Kyzrati, yep SMF should add option for board sorting by topic start date.
chronology fixed :)
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Btw, you ruined chronology of my monologue  :'(, -- just kidding  :P
Haha, the only way to avoid that is to have a dedicated announcements board where only you can post. Regular boards aren't that great for chronological news records :)
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Development Progress / Re: Getting back on track, menu-system and other inter-screens
« Last post by gumix on April 26, 2016, 09:12:13 am »
Yup, that step was a risky thing. If I'd stuck there for a longer time, yeah - month or so, I'm not so sure if I'd have enough will to continue this project at all, with or without support for web browsers.

Having here fellow like you keeps me well motivated, thank you!
Btw, you ruined chronology of my monologue  :'(, -- just kidding  :P
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Switching to event driven model didn't hurt so much as I was suspecting previously.
Yeah, after your previous post about "massive refactoring" I was thinking okay, see you back in a month :P

Surprised that you were already back to adding new stuff!
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Development Progress / Improved campaign module
« Last post by gumix on April 25, 2016, 10:36:56 pm »
Now Play Campaign module includes a map.
Maps contain valuable info for beginner players so it introduces them with new kinds of dangers like land mines or missles.

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Development Progress / Getting back on track, menu-system and other inter-screens
« Last post by gumix on April 20, 2016, 09:26:03 am »
Switching to event driven model didn't hurt so much as I was suspecting previously.
As it is confirmed now that game runs very well on many mobile devices it is the time
to get back to main development thread, the menu system and inter-screens.

Below we have a static mockup of ... not the most wanted to see screen :)


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General Discussion / Making fun of google
« Last post by gumix on April 15, 2016, 08:20:52 pm »

Our Big bro, has stucked on captcha puzzle when trying to register to the forum hahaha!

Below I paste part of this server's apache log:

66.249.73.242 - - [15/Apr/2016:18:48:12 +0200]
"GET /forum/Themes/default/scripts/captcha.js HTTP/1.1" 200 1393
"http://ascii-patrol.com/forum/index.php?action=register"
"Mozilla/5.0 (compatible; Googlebot/2.1; +http://www.google.com/bot.html)"

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Development Progress / Massive Refactoring (because of new target platform)
« Last post by gumix on April 15, 2016, 08:10:56 pm »
Bad news - regression.

:o happy call stack driven application logics cannot be handled by web platform, ehhh....
Ongoing refactoring requires me to switch to event driven approach.
Unfortunately such conversion is pretty heavy task and it does not deliver any fun.

... but ability to play game in browser is too tempting to leave it undone :)




89
Development Progress / Re: Web platform, possible?
« Last post by gumix on April 14, 2016, 12:57:09 pm »
Ok, figured out what caused problems to my BB - but still don't understand why.
So setting LLVM optimization to -O0 done the trick but why does it affect my mobile device only? All desktop browsers are fine with -O3.

Another tiny problem was with webgl shaders, they need a bit more precise control on arithmetic errors.

Summarizing everything, seams Ascii Patrol will have a web port, with requirement for desktop browser to have either canvas 2d or web-gl support while mobile browsers if one lacks of web-gl it may fall into really low frame rates because of unaccelerated 2d canvas.

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Development Progress / Web platform, possible?
« Last post by gumix on April 14, 2016, 09:16:13 am »
I have done several experiments trying to port the game to browsers. Reasults are promising but still there are many quircks, especially on mobile platforms.

Rendering experiments, both should run well on major desktop browsers.
Test 1: canvas (2d) http://ascii-patrol.com/canvas.html
Test 2: canvas (web-gl) http://ascii-patrol.com/webgl.html

On mobile devices unfortunately:
Test1: makes too many graphics calls so framerates are rather low: 5-15fps
Test2: web-gl gives promising performance of 60fps, if only web-gl is avaliable on more devices :)

Porting game code to java script is another story. I gave a try to Emscripten.
Test3: http://ascii-patrol.com/test.html
It is using web-gl for rendering, desktop browsers should feel comfortable with it.
Unfortunately strange effects appear on my BB Q10 mobile.

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