123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|718|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Web Development -> SpikeDislike Stress Test

Page : 1 Prev 2 3 Next
Thu, 29 Sep 2022, 14:47
rockford
Flickering between 58/60 FPS.
Thu, 29 Sep 2022, 15:21
AndyH
Yea, same. Runs great.
Thu, 29 Sep 2022, 15:32
spinal
Speeding up and slowing down 👎
The number in the bottom right is just a blur, it's changing so fast!

-=-=-
Check out my excellent homepage!
Thu, 29 Sep 2022, 15:36
Jayenkai
Gawd there's always one!!!
I'm assuming Spinal's is whatever system was managing 120+fps the other day.
Im seriously going to have to figure out how to do frame rate limiting when it's >60fps, but without borking it as much as I previously have.

As for Rockford's "hovering" stat.. yeah, hovers on mine, too.
1000 milliseconds / 60 frames per second = 16.6666666667.. I HATE that!!!!

-=-=-
''Load, Next List!''
Fri, 30 Sep 2022, 02:34
spinal
My phone apparently runs at what ever refresh rate is asked of it, from 10 to 120fps. I have no idea if that reflects how fast the code is running or not.

-=-=-
Check out my excellent homepage!
Fri, 30 Sep 2022, 03:01
Jayenkai
Oh dear, that's likely why it's as erratic as it is.
Javascript's "RequestAnimationFrame()" function is supposed to take care of at least trying to hold a steady framerate. I assume your phone is pretty much taking liberties here.
I have at least written decent (I think!) Delta timing code, though, so ...
Is the ball bouncing at least a steady rhythm, or is that chaotic, too?
If that's at least working, then I can probably figure the rest out, somehow. A stepping stone, if you will!

-=-=-
''Load, Next List!''
Fri, 30 Sep 2022, 03:32
Jayenkai
I wonder if forcing a minimal setTimeout to trigger every 16 mills might help the device "stay awake"?
Give this version a go, Spinal, and let me know if that's better or worse?

-=-=-
''Load, Next List!''
Fri, 30 Sep 2022, 05:11
spinal
Here is a screen recording of that latest one...

https://photos.app.goo.gl/TELuhoeF6ToG9Dm27

-=-=-
Check out my excellent homepage!
Fri, 30 Sep 2022, 05:18
Jayenkai
What on earth is that doing!?!?!
Fri, 30 Sep 2022, 05:23
rockford
The frame counter isn't even consistant with the action there. Bizarre.
Fri, 30 Sep 2022, 05:41
spinal
What on earth is that doing!?!?!


Don't ask me, you're coding it 😋

-=-=-
Check out my excellent homepage!
Fri, 30 Sep 2022, 10:16
Jayenkai
Renamed thread.. Three.js was abandoned a long long time ago.. (Two days ago)

Today's Test : 7e

Tweak for Spinal : I've disabled rotation for the particles and stars. Any better?
Tweak for everyone else : Menu's starting to be constructed.
Still no high scores yet, but that oughta be in the next version.

-=-=-
''Load, Next List!''
Fri, 30 Sep 2022, 10:28
spinal
Level select screen = 30ish
Game = 140 to upwards of 170, keeps flowing up and down

-=-=-
Check out my excellent homepage!
Fri, 30 Sep 2022, 15:15
Jayenkai
Amazing how inaccurate that framerate was.. ... I multiplied up instead of dividing down.
Derp!!

Right, with the framerate now working correctly, (or at least, going down when it's going slow) I've rejigged with a bit of screen scaling.
Anything above 1600 pixels gets scaled by half, and then if it's still above 1600 it gets scaled again.
The resolution of your phone is 3120x1440 pixels..
If it's scaling up those backgrounds from 512 to about 1.5 times the width of the screen, that's a LOT of scaling to be done.
I've added a layer of aliased screen scaling, and hopefully that should help things a fair bit.

.. Also, you "probably" shouldn't notice it, though for some reason the font gets chunkier. Not sure what that's about.

Lemmie know if it's better or worse.
Also, everyone else test again, because that screen scaling might break things!!

You can Test 7F here!.. The F is for fuxake!

-=-=-
''Load, Next List!''
Sat, 01 Oct 2022, 02:09
AndyH
Goes down to 20 while playing on phone. Everything moves nicely.

Are the windy blocks for stress testing? When they build up the frame rate appears to go down from 40 to 20. They are quite distracting.

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Sat, 01 Oct 2022, 02:13
Jayenkai
Yeah, and the background is skewing side to side, too, also for stressing purposes.

-=-=-
''Load, Next List!''
Sat, 01 Oct 2022, 07:58
Jayenkai
OK, I think we're near the point of release.

7h - Got Music!
Hopefully browsers will cache that mp3, instead of constantly re-downloading it again and again and again..
Or at least, I hope they will.
Will be checking site stats over the next couple of days to be sure.

There's also a share button on the bottom left. "Should" work, but if you do test it, try not to actually share until I'm ready for a proper release!

Again, lemma know how the framerate goes.
Ta muchly!

-=-=-
''Load, Next List!''
Sun, 02 Oct 2022, 01:35
Pakz
On my ipad 2018 it runs at 60fps. Only every time when the level starts there is a considerable dip in frames that causes a slight freeze/pauze effect. This is solved after a second on so and it is game from there.

Those purple things Get me every time. Btw. The center and top part of the screen looks a bit repetitive. Maybe add some gfx to break the pattern?

Edit: I booted up my old Samsung j5. I think it was from 2016. It runs at 30 fps on average. The frames do tumble constantly between 25 and 40. Not stable. But I need to update my phone.
Sun, 02 Oct 2022, 02:07
Jayenkai
For me it's the dark blue that always gets me. I always seem to misjudge the bounce-under, when an over is so much easier.

The background is indeed still rather basic. There's a "spike worth" popups that I need to add, so they'll add at least a little to the screen, but there's also the fact that this is only theme 1.
One of the reasons I rewrote the thing is that the previous edition of the site... I kinda locked myself into a terrible way of laying out the graphics for each theme, and it bit me in the arse when I tried to add a ton of them.
Hopefully that won't be a problem with the new style, though .. I do worry about how much data will be used up to do it!

The "start jitter" is likely the mp3 being restarted... I wonder if I could disguise that, somehow, without ruining the game's flow..?

-=-=-
''Load, Next List!''
Sun, 02 Oct 2022, 02:42
Pakz
My old samsung j5 phone just finished with all its updates. The game now runs at 58/60 fps. There is no music though, only the sfx.

Edit: the browser mentions no internet. Seems the updates broke some things. Need to investigate.
Sun, 02 Oct 2022, 02:43
Jayenkai
Might be an ogg Vs mp3 issue. I seem to remember that being a thing at one point.

-=-=-
''Load, Next List!''
Sun, 02 Oct 2022, 02:47
Pakz
The internet works again and so does the music. When the music plays the framerate goes from 30 to 60 and does not stabilize. Seems the music causes the stuttering.
Sun, 02 Oct 2022, 02:49
Jayenkai
Is the gameplay smooth? Or is it noticeably "jumpy"?

-=-=-
''Load, Next List!''
Sun, 02 Oct 2022, 02:51
Pakz
Now it does work again. It only drops to 40/50 or so after the level ended. During the game it stays mostly at 60.

The phone has been off for a year or so. It must be doing things in the background? It has been fully updated, but I have no idea what it might stil have to do to.(auto stuff)
Sun, 02 Oct 2022, 02:53
AndyH
Smooth and 60fps on both my phone and laptop.

Drops down to 57 on my phone sometimes but no issues with the speed or how it looks.

-=-=-
Andy H
8-bit games at www.hewco.uk
Cartoons at awful.ovine.net
Ovine at ovine.net
Sun, 02 Oct 2022, 03:28
spinal
That works much more properly on my phone. Nice and smooth and the framerate is somewhere between 110 and 120, the numbers are moving so fast I can't tell.
Great work Jay!

-=-=-
Check out my excellent homepage!
Page : 1 Prev 2 3 Next