AnD4D's Forum Posts

  • xanxion

    Just sent you a PM. Did you get it?

  • xanxion

  • Sorry - it's a bit of a whinge and not a solution to your problem AnD4D, but I can't think of a way to optimize further. Using the debugger, were any event groups showing a particularly large drain on CPU use - might be worth trying to focus on those..??

    Misery loves company, so it's all good

    Using the debugger, my highest usage are the events showing a 16% usage, and overall, I'm seeing a maximum of 36% usage (and that's on a busy level). This should indeed be fine, I believe.

    It's just frustrating to me, as I had this game finished back in November, so can't really put it on hold

    I'm mainly concerned now that my collision checks per tick have effectively doubled since doing the recommended optimization. To me, it makes more sense to put them at the bottom to ensure certain conditions are stripped out.

  • I've just gone through the process of 'optimizing' my project, ensuring that 'on collision' commands are now the first condition at the top level events.

    My number of collision checks per tick have increased from 18 to 31. Will this still improve things somewhat, or have I just made my project slightly slower? I expected that number to lower, not increase.

  • If I go to a different browser and go back in, it's working... but it's only happening when my character gets destroyed. Very frustrating.

    I've tried restarting my PC as well, and that hasn't helped

    Also getting very grumpy that this forum keeps signing me out, even though I keep telling it to keep me logged in

  • In the debug layout, a very short while into my game, I suddenly lose the ability to pause/unpause and step through my game. Not sure why.

    Anyone else had this happen?

    The only way to unpause is to click back onto my game window after pausing it, but it still won't let me step through.

    I'm wondering what might have caused this, or how I can fix it.

  • Hi there!

    I have a game that uses physics. Now, when my object is about to collide with another physics object (so before the collision has even taken place) the game lags ever so slightly.

    This has been happening for the last 20+ or so versions, and I'm not sure what's causing it. I'm using the Box2D web physics because I frequently disable and enable collisions between these objects.

    Additionally, I recall hearing about a certain order you need to run the collisions, but I don't recall fully understanding it at the time of reading, let alone now a few weeks/months down the line.

    I am assuming the slowdown is related to the collisions... it may be something else, but it is a bit odd that it will only slow down when it's approaching another object. If anyone has any clue how to help, I'd appreciate it.

    Because they are physics objects, they sort themselves out, I don't need to add anything in... However, upon collision, the objects have an instance variable that changes. That's about it.

  • It keeps logging me out. I used to love that I was always logged in. Look around, etc.

    Do I need to clear my cache?

    *Lol, also just noticed that my Gravitar is still showing a different image than the one on my profile.

    What's up with that?

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  • Please don't leave lwgames, you seem a lovely person!

  • You're welcome :)

    What's your favourite?

  • That's what I meant. The x axis is only the horizontal position. And the collision sprite I referred to could be taller than the stone... meaning the height of the screen.

  • There are two methods. You could have a collision sprite that is pinned to the rolling stone, and when the player collisdes with that, you add 1 to the score.

    Alternatively, you can compare x position to check if the player is on or close to the x position of the stone.

  • Finally! I finished this game nearly a week ago, but Google have been massive pains and wouldn't display it properly. Eventually I just posted a new app, and it's gone through fine.

    <img src="http://imageshack.com/a/img545/9605/hvwq.png" border="0">

    Hope you enjoy! It's a local multiplayer version of the game. One player takes the left half of the screen, while another takes the right half.

    Enjoy!

    Link

  • guero

    Are you using your publisher ID or your ad ID? I got mine working. I thought I read somewhere that I should use my Publisher ID.

    Grrrr....

  • What are the permissions for your app? Is it through cocoon?