Aphrodite's Forum Posts

  • when nothing moves on the screen, nothing is redrawn, if one thing moves, you get to see the true performances, so my guess is that the player mouvement is not what causes actively the slowdown.

    I could be wrong though.

  • Problem Description

    when we snapshot a canvas at an higher or lower resolution than the window size, the texture becomes bigger or smaller than the canvas

    Attach a Capx

    https://1drv.ms/u/s!AjkoCSebIn9Jih0WYhJLIDXFrq-E

    Description of Capx

    there is an ok button that takes a canvas snapshot, then paste it to a sprite when done, the letterbox scale is used as if we set fullscreen in browser to off, it overlaps perfectly

    Steps to Reproduce Bug

    • resize your browser window so it is bigger (or smaller) than the window size
    • click ok like crazy
    • see for yourself
    • repeat with fullscreen in browser off to see how it should render

    Observed Result

    the snapshot does not overlap correctly

    Expected Result

    the same result as fullscreen in browser off

    Affected Browsers

    • Chrome: (YES/NO) : Yes
    • Opera: (YES/NO) : Yes
    • Edge: (YES/NO) : Yes

    Operating System and Service Pack

    Windows 10 64-bits

    Construct 2 Version ID

    release 233, also affects the last beta 235

  • just did a test, doesn't work, this is because the button is not inside the canvas but over it, no way to do it I think.

  • the fool-proof way is to have a rectangular sprite as the behavior hitbox, then pin the graphics over it.

    "Implementing reliable platform movements

    For the most reliable platform movement, it is recommended to use a invisible rectangle sprite with no animations with the Platform movement. Then, the animated player object can be positioned on top of that. Otherwise, the changing size and collision polygon of the object as its animation plays can interfere with the Platform movement's floor, wall and slope detection, causing a shaking or glitchy movement. For more information and a complete guide, see the tutorial How to make a Platform game."

    source : https://www.scirra.com/manual/100/platform

  • Invisible, opposed to 0 opacity, is not drawn, so it has no impact on graphics memory.

    I think he means the texture is both downloaded and loaded, even if not drawn.

    I think it would make sense to have a non texture object with collision polygons being applied, semantically speaking, but it should have a placeholder image in editor so we can interact with it.

  • true, the debugger is a very useful tool but nothing beats actual testing on device, when the testing goes wrong though, use the debugger to see if there is nothing too heavy on the cpu or that could be optimised.

    I don't recommand using the debugger on a mobile though, the fps can get a big hit for no reasons.

  • the debugger on the inspect tab uses quite a lot of performances by itself, and increase the load of other things like groups, you should try a spritefont set to fps every seconds instead and see if the fps is still very low.

  • which will be faster

    1) Every tick or every 0.30 second

    if every tick is faster, if i use it more than 10 time does it effect performance

    2) Layout size is 640x960

    I want to make a sprite to cover whole layout with black colour or any colour

    then my options are

      a) make sprite 640x960 b) make sprite 50x50 pixle and scale it to layout c) make tile background and cover layout

    3) image quality or sharpness suppose i have character size 100x100 pixle then my options are

      a) I should create 100x100 pixle b) I should create 200x200 pixle and then scale it down 50%

    Every 0.3 seconds will obviously have a lesser impact on performances but keep it for the things that don't need to be recalculated every tick

    If it is a single color I'd go for option D, changing the layer background property

    For 3 a larger image will use more memory but will look better on bigger screens so it's a trade off

    Just my opinions

  • the layout width is only a number for C2 (which only affects a few features like bounded scrolling and destroy outside layout behavior), what you put in it will be what affects the performances.

  • great idea, and it indeed works fine as admin, and I know you are planning more things out to make it so admin is not an obligation, so good job.

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  • as usual, I loved super mario crossover http://explodingrabbit.com/games/super- ... crossover/ , basically mario with characters from other nintendo franchise

  • A game about an inspector (more like a private eye) in search for his lost 10 years old daughter who ends up confronting an organisation who basically drugs children to sell them to pedobears, funnyly enough I also though of making this game a simulation game where you control the head of the organisation and take care of the kidnappings and such.

    no wonder I did not made it, it's sick!

  • you should try to get an fps counter in there to see, by default the physics are not framerate independant.

  • Also C2 has been written from scratch meanwhile the others have, I think, been rewrote based on their previous versions.

    Also keep in mind the installer size is lower than the actual size too.

  • they don't bundle crosswalk and nw.js, only the html5 exports (release 186.2 and older bundled node webkit and are more than twice as big), that alone must make the size smaller, meanwhile I'd think GM:Studio master collection and Fusion 2.5 must bundle all their home made exporters