AnD4D's Forum Posts

  • Roccinio

    I see you've had an account for a little over a month. Long-time lurker before that? In any case, how much of a game have you made? Have you reached a position where your game is simply unattractive because occasionally the smoothness changes?

    I've spent the last 7 months working on a game, and I finally finished it 2 weeks ago. I've paid out to get art put together for it, and put in hundreds of hours. I could release my game on PC, and get fine results.

    The thing is, I have built the game primarily for mobile devices. It'll work great on a PC, but for now, that's not my specific target. I've been accepted by Tizen, but can't do anything about iOS or Android just yet. We don't yet have a decent exporter.

    You're talking about XB1 and PS4? Construct 2 has been accepted for Wii U, and yet we don't have an exporter for that yet, so unless you are fine with waiting another year or 2, then go for it. I'm currently looking at the present, and at present, I have a game that looks great at 60fsp, and good in 30fps.

    The problem is, on mobile devices (like my Galaxy Note 10.1 or Samsung Galaxy S3, or iPad3 - which I consider pretty powerful) - I'm getting speeds that fluctuate from 60fps to 15fps. This game has been built under the impression that Cocoon would eventually become worthwhile, and I've been testing my game frequently on my devices to ensure that it works. The only problem I'm having, is the physics, and as I'm certainly sure you're aware, accelerated physics in Cocoon doesn't work.

    This means my game can not be released.

    Clearly there's a difference between 60fps, and 30fps, right? Have you ever played a game that's smooth when you stand still, but ever so slightly jerky when you move? That's a bit annoying, isn't it? That's because you're comparing the two rates of speeds. If the game was ONLY slightly jerky, you'd consider it the norm, and wouldn't automatically make the comparison.

    We're not asking to make this the default, we're asking to make this optional for if and when we need it. As ChrisAlgoo said, "a consistent 30 is better than something inconsistent".

    *Also, note the spaces I put between my paragraphs. It makes it easier on the eyes. Similar to a steady frame rate...

  • Trying to follow the instructions for this is crazy. It's like i'm working backwards. First I edit my html, then I install GITHub, then I install Game Closure...

    I hope they do make a plugin, as their tutorials are for people who appear to have some kind of knowledge of programming or web editing.

    5) replacing everything in resources/media/ with the audio assets from your game

    update the AudioManager in Application.js accordingly

    First part - Check

    Second part... care to share how?

    To download the Game Closure DevKit, issue the following commands at the terminal:

    What on earth is the terminal? Where do I find the terminal?!?!?!

    Sorry, just venting... and giving up. Back to slow Cocoon I go with slumped shoulders and a heavy heart.

    Wouldn't be such a problem had my game not been finished for almost 2 weeks now!

  • How does this differ to the MMF2 sprite font? I never had any issues with that... but I guess it was harder to change fonts? I can't really remember.

    I know I tend not to use the C2 sprite font for words (numbers are fine). I do wish it was a little more automated. As though it calculated the character width itself and based the spacing that way, instead of me having to tweak things frequently, making sure that the gaps surrounding M's and W's are different to I's and l's.

  • Maybe it's just that my game isn't set up for DT correctly. I've gone through, and there are a few things which I've skipped over because I felt they weren't needed... it's just the timer and the frame rate independent physics that don't seem to match.

  • jayderyu

    Seems like quite a frustrating work around using canvas :( It's possible that it's not a simple change to make for Ashley. I'm sure if it was, judging by how many people are requesting it, and how regularly it's come up, it would have been added by now.

    My game could really do with it. A physics object is spawned, and the game just slows down just enough that things go from silky smooth to slightly jerky.

  • In the cocoon Plugin, change the physics from accelerated to standard.

  • I still can't seem to get my head around dt. I have a physics object that is set to frame rate independent and a timer that adds up in real time milliseconds.

    Play it on my pc = fine

    Play it on my mobile device, and the time counts as normal in real time, but my physics object moves slowly.

    I also notice slowdown when additional sprites overwhelm. The drop from 60 to 30 can be disorienting. If I felt my game worked fine at 30fps, I'd like to limit it.

    A game recently came out on pc. Naruto full burst. It's fixed at 30 fps, and some people aren't happy, but I think it runs great. Sure it may run better at 60, but I don't need any faster.

    I feel my mobile game would benefit greatly from a locked 30fps, but Ashley is the genius here, not me.

  • I want this. Fixed at 30fps, rather than a subtle change in frame rate every now and then.

  • Really looking forward to this working.

    I recently sent them my whole project to see if it would help them out. My games ready for release, but at the moment it's only really for Tizen, and sadly I can't test that out.

    I could release it on pc, as it works great, but thought touch would be best.

  • lucid

    Strange, brashmonkey.com/download.htm takes me to a dead end...

    "The requested URL /brashmonkey/download.htm was not found on this server."

    The download on your main site works, but I believe that's an older version.

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  • lucid

    Trying to download the b5 update. Is your site OK? I also tried to sign up to your forums, and I'm yet to receive an email.

  • Lol, I had a game in progress called "Must Survive"... d'oh!

  • I think my problems might be solved if I could just get the accelerated physics to work. Each time I try, the menu runs fine, but as soon as I load a level with physics my game sort of hangs. I check the errors in the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'requestAnimationFrame'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    I waited a short while, typing the message on my keyboard, and suddenly the music started. I looked back at the console, and I see:

    JavaScript Exception (Line: 6831 Tag: 'onactivated'): TypeError: 'undefined' is not a function (evaluating 'this.body.GetMass()')

    Are these issues with my code, Construct 2, or CocoonJS?

  • Does your physics object have animation? That could be it. On my game, my physics object had some animation for a bit, and the game slowed until it ended. I got passed this by pinning a second animated sprite on a physics non-animated invisible sprite.

  • volkiller730

    Yeah, this is much faster now. The only thing that's odd now, is that I have a timer that is counting down, and physics that runs at framerate independence. When the game does lag, the physics slows down, but the timer just continues as normal.

    Strange... Not sure how to fix that one.