54ad379c-2758-41db-bb0b-232ff73e64b9's Forum Posts

  • Got it. Thank you for help.

  • I expext it to rotate cause in 2011-2016 I was working on same kind of games. We used Flash and ActionScript and our programmer did good job with using Nape's physics engine in Flash.

    So I was Level designer and I had same joints and connected objects did rotate thats why.

    I think Ashley can give a clear answer. Anyway thank you.

    Here you can see one of our games.

    youtube.com/watch

  • dop2000, I saw this one earlier, thanks. But there are no prismatic joints at all :)

  • But why it cannot be rotated? This makes no sense. I can surely pin sprite and rotate it but base wheel still has no rotation.

    Hey, Ashley, can you please answer this question?

  • Hi!

    Im trying to make 2d sidescroller car game. I have truck body and wheels, then I connect each wheel with body by 2 joints - distant joint (to have a spring) and prismatic joint (to make this spring with by upper and lower limit and make it fixed by angle over truck body).

    Then I move truck by left mouse button holding.

    In this case, connected wheels do not rotate at all. Question: is this a bug with prismatic joint or am I wrong?

    Check my example.

    dropmefiles.com.ua/ru/s8LTP

  • 20 empty layers should use effectively zero CPU, GPU and memory. An empty layer is basically no overhead at all. So adding 20 empty layers should not have any measurable impact at all. My main suspicion is that there is variance in your test measurements, but if you think there is good evidence there is a measurable impact, please file a bug report.

    I will try this test again and report in case of same result. Thank you for answer.

  • [quote:2vh3wlrc]reduce the count of objects on-screen

    The bad thing is I am doing "clicker" game, so my whole game is on the same screen all the time. I cannot destroy objects that not at the current moment in game cause creating them at runtime will cause laggy moments. I just hold them off-screen, it should be right decision but still i have like 1500 objects off-screen and like 300 on-screen. So I have 35-38 fps often dropping to 7-10

  • Hello! Does changing the option "object time scale" mean that all actions and render draws for this object would be more often or rarely called? If I set this option to 0 for my background, would it be better for my performance? (especially mobile)

  • Hello! I hope you can help me to answer my 2 questions:

    1) What is best to use due to better performance (on mobile devices) - local static and global variables OR dictionary keys? Is there any difference?

    2) Is there any warning of using global and local static variables especially of number of them, for ex. 5 or 150?

  • Layers are things to load... over the entire screen...

    but I'm surprised at how low it went with 20 layers... (Although you should never need 20 0_0)

    It's very comfortable to work with objects on them. For example, I have every menu window on different layer.

  • Maybe Ashley will tell us something about it?) All of 20 layers have DEFAULT settings, NO opacity changed, No effects applied, NO blend mode other than 'Normal', NO use 'force own texture'

  • Hello! Can someone tell me, is there any really difference in use of many layers in Construct 2 and why they slow down performance? The reason why I am asking this is that I opened built-in source file of game Space Blaster and tested it on my Android tablet Ainol Aurora 2. It was great, smooth 50-52 fps. Then I add 20 fully empty layers in this project, compiled it and tested again on same device. The result was different: max 46 fps and often fps drops to 24.

  • Hm, I have found an obvious solution of this problem. All you need to play Spriter's animation NOT every tick is to use this method:

    • pause your animation;
    • set CONDITION "Every X time" (I set 0.05 which is still less times than every tick) and ACTION "set current time in animation to" animation.time + 50 milisec (every 50 milisec you do a jump to +50 milisec in animation = same animation speed as usual)

    -subCONDITION for this is "if animation's current time <= than your MAX time in this animation" do ACTION "set current time in animation to" 0.

    That's all

  • Hello! I have a question about using Spriter in Construct 2.

    The main purpose of using Spriter is to have smooth animation with minimum image files. In Construct 2 animation from Spriter is smooth too and the only way to control animation speed is to set TIME scale, not frames per second.

    So the question is - does Construct 2 play this animation EVERY TICK? Is there any way to play spriter's animation NOT every tick but, for example, every 0.1 sec? Maybe its better for total performance to do animation in Spriter and then to export this animation into the spritesheet with, for example, 20 frames and play it 20 frames per second in Construct2?

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  • Ashley thank you for answer. I really enjoy using Construct 2 - it's awesome and easy to handle. But while doing HTML 5 game for PC is one thing where you shouldn't worry about such things, mobile game is another one - every step should be as efficient as It could be, as I see it. I am using Construct 2 for about two month, also am not a programmer, more level- and game designer but even I can do a GAME with Construct 2. I hope Construct 3 would be the best game creation tool ever