Aphrodite's Forum Posts

  • Couple of quotes from my original post will wrap this up for me, as we seem to be going in circles...but thanks for all the input...

    "I think most devs on here are blind to the real capabilities of C2 as they are running fast gaming spec PC's, many still struggle to push 60 FPS in a game that a Sega mega drive could breeze..."

    "Maybe Java script is just not upto the job, or maybe we are just making excuses..."

    I don't have a fast gaming PC, and still can achieve that, so javascript is potentially up to the job I think, the problem is somewhere else to be found, like why can't it be as well for everyone, why some just don't have all the advantages, that is more here the problem.

    But I can understand your frustration, and also the frustration of people that can't enjoy our games :/

  • Agreed, I like to think it was a way for scirra to say "Don't use CocoonJS as we don't want to support it anymore", but I'm going into personal opinion

  • I wonder how this topic didn't get yet into HTML5 performances instead of C2's Performance, C2 is a great HTML5 engine, but it is an HTML5 engine, maybe that is part of the problem, how HTML5 works on older computer

  • Sprite collisions with themselves doesn't work well at all (A sprite is overlapping itself constantly)

    Bad point Of C2 I think personnally, families can correct that I think, but not sure yet

    Also you are checking the collisions for each individual object, let's see...

    Number_of_object? collisions I think

    EDIT:Indeed, checking like that means you check collision of an object with himself, and so the number of collisions to check will be huge, not a C2 problem, every engine would have trouble with this kind of logic, try instead to check collision between 2 different kinds of objects, or add some kind of other test

  • Crosswalk does only android, while CocoonJS does Android and iOS

    also Node Webkit exports for Windows, Linux and MacOS, so .exe will not be accurate

  • You can always name a constant global variable "N" with value 0 in your example.

    Instead of having to use the "0" index with less meaning, you can instead replace it with the "N" variable (if that makes more sense to you).

    Example capx

    Kyatric : when you call the function, you can set only

    Parameter 0

    Parameter 1

    etc.., it is not like you can set

    Parameter My_Constant_So_Awesome

    I think that is what it is about too

    EDIT: If that is too much, not a big deal I agree (+ninja'd).

  • "But as I started by saying I don't know that much about the C2 engine, but it doesn't seem very hard to kill it you want."

    Clearly depends on too much things, I have a kind of bad computer (spelunky might be the only game I can think of I can play on it without too much lag, and sometimes there are), but never managed to get bad fps in C2 unless I do really bad design that wouldn't work in native anyway, other have better computer that cannot run properly a simple C2 game, it is just plain weird.

  • I second that, If it is possible and does not have too many problems, that would be great for complexe mathematical functions, and for any functions really, more easier to understand

  • "Good feedback so far, thanks guys, still doesn't explain why 56 events game, with maybe 10 objects on screen and %5 cpu usage is sluggish on mediocre PCs. But i will investigate more and rewrite it based on feedback and more research."

    I think this is because CPU isn't the only thing limiting the fps, the GPU can also limit the fps (Too much memory used by pictures, bad graphic driver can also slow this down I think, but not sure)

    Also you have many layers, maybe that also affects that.

  • VIKINGS : I think he was thinking about the System>Scroll to position Action, which does the same as the scrollTo behaviour

  • Same as Guizmus for the most part, I edited and added some comments, it is not the best I could have done (I don't even know if it will run better for you), but I just wanted to be able to explain which changes I've made and why:

    dl.dropboxusercontent.com/u/10035971/Nouveau%20dossier/flappynator%20commented.capx

    Also try to search for groups, functions, and includes, that could help you a lot I think (since everything is on the same layout, being able to deactivate a entire group of event is very useful, also, try to see where a trigger once is enough sometimes)

  • The performances are good for me, but I'll look at your capx

    lwgames

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  • "Scratches head...it outperforms chrome and node webkit, both using web gl..."

    As it was stated (I could be wrong), current version of chrome (and perhaps node webkit?) are simulating WebGL when it is software rendered in some cases (Not sure of the reason behind that).

    So you are not experiencing a fast Chrome with WebGL hardware rendering, but a chrome with software rendering simulating a webGL hardware rendering, which is far slower (and still reported as webGL though)

    It is clearly a chrome/node webkit problem if that is indeed the case

    IE currently uses canvas2D, which is hardware rendered, and so better than software rendering. The WebGL indication on this version of chrome for many users doesn't mean what it has in the past, and I think will be corrected with the next version

    Just What I understood, could be wrong

  • In the View settings tab, you can Snap to grid, show grid, and set the grid, hope that helps

  • I've tested it, my feedback:

    -The controls are not the same, in flappy bird, each "on touched" make the wings flap ony once, here, it is more like a jetpack joyride controls (keep the touch to fly), I think it is better

    -I like the graphics, but the fps were unstable, and I was on a samsung galaxy tab 3

    -The splash screen of ludei is not your fault, so I won't comment that

    -overall, I liked it but the framerate was a problem

    Not a flappy bird clone since it is less about reflexes

    Still the same concept though, but you did a fun little game, also I just spotted the upgrades, nice touch