ByR's Forum Posts

  • No, this doesn't work, if you see the video, the distance between the 2 objects is not always the same.

  • Hi,

    My problem is not about snake game but it's the best game to explain this. I want to link several sprites to one, at different distances.

    I tried with pin rope style, but it's not the same. My game is a spaceship shooter and i need exactly this behaviour:

    (1:15, see the little ball that follows the spaceship)

    Someone know how to did it easily?

  • I hope its works, it's a very important feature ^^

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  • Hi,

    I uploaded a game to android using C2+CocoonJS and it was tagged as "optimized only for mobiles". I uploaded all the screenshots for all the resolutions and nothing changed. I thought is not possible to be tagged as "suited for tablets". Then, yesterday, i uploaded another game and in this case the game was tagged as "suited for tablets".

    Someone knows what is necessary for being tagged as suited for tablets?

  • > delgado

    > Your code is the most likely culprit.

    >

    > I made a post(not a thread) about this a few days ago. Where I went over that C2 and CJS are fine at rendering. The problem was in my code. C2 doesn't optimize code and more especially it doesn't optimize Sheet ROOT events. The more root events you have occuring per tick the more your game will slow down. You will especially notice with older devices.

    >

    > Also what surprised me was that even just having a GROUP or an included EVENT SHEET will impact performance there code calling also seems to slow down performance.

    >

    > As a test set up the most complex scene in your game. Then detach your EventSheet from the layout. I bet anything your performance will jump to 55+ as long as you keep to mobile gfx standards.

    >

    I was surprised after reading this, I tested this in one of my games that have little slowdowns in my tablet when i have a lot of objects in screen (140-160 objects), and 80% of the code is in functions, in another evensheet. I tried to move all the functions to the "game" evensheet, I removed the "Functions" evensheet and i have exactly the same performance.

  • delgado

    Your code is the most likely culprit.

    I made a post(not a thread) about this a few days ago. Where I went over that C2 and CJS are fine at rendering. The problem was in my code. C2 doesn't optimize code and more especially it doesn't optimize Sheet ROOT events. The more root events you have occuring per tick the more your game will slow down. You will especially notice with older devices.

    Also what surprised me was that even just having a GROUP or an included EVENT SHEET will impact performance there code calling also seems to slow down performance.

    As a test set up the most complex scene in your game. Then detach your EventSheet from the layout. I bet anything your performance will jump to 55+ as long as you keep to mobile gfx standards.

    I was surprised after reading this, I tested this in one of my games that have little slowdowns when i have a lot of objects in screen (140-160 objects), and 80% of the code is in functions, in another evensheet. I tried to move all the functions to the "game" evensheet, I removed the "Functions" evensheet and i have exactly the same performance.

  • Can you give us a link for your game? I have not performance problems unless i use very old mobiles.

  • Its impossible to pass the samsung tests with cocoonjs, i tried several times with Aaron too (nice guy) but never passed it, mainly because when you minimize the game with cocoonJS you cant back to the same point of the game a lot of times. With crosswalk i don't tried.

  • Hi, can someone tell me if has this problem?

    I use mopub+admob+inmobi in android, and when i lose wifi signal and i recover it while playing, the game crash.

  • Ok folks, first test.... SUCCESS!!

    I fixed the problem with CocoonJS Ads and "Hide banner". Right now in my tests if you use "hide banner" in "on start layout" the banner doesn't appear again. The only problem is that the first call of the banner doesn't work (the banner is not showed in the first "on start layout-> show banner" but works in the next layout).

    We need more tests, so if someone want test it, here is what i did:

    -Open Runtime.js from cocoonjs plugin folder

    -Comment or remove the lines 90,91,92,93,94 (its an "if)

    -Save the file, open construct2 and compile.

  • Sorry but i didn't explain well. I'm talking about bans because "fake impressions". I asked if you are banned simply for very short impressions or because you use these impresions with bad intentions (unwanted clicks).

    Anyway, im testing some changes in cocoonjs plugin and maybe i can fix the problem.

  • I have this problem, my game controls are in the bottom side and when the player is playing i move the banner to the top, and it appears for 1 frame, but its not possible to click it, its that bannable?

    If yes, what is the solution? show the ad for 3-4 secs?

    I tried disabling mopub marketplace and the problem continues with admob+inmobi

    Can be possible to find a solution with a plug-in that disables completely cocoonjs ads, while you dont refresh or preload?

  • Oh, i thought that was a general advice for android games, not specific for flappy clones ^^ thanks anyway

  • send me private message and I will tell you how to get some additional downloads for your flappy game

    szymek

    Can i get some info about get additional downloads? :P