Facet's Forum Posts

  • Great job bro!

  • Ashley I hope you are right. I will test asm engine, I ignored physic in C2 because was not enough fast. Don't get me wrong please, I like C2 very, but it need (js/html5) good performance oriented project.

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  • Objects with physics

    Rarely ever have more than 27

    27 physic objects on html5/js based engine is already too much, even half can slow game. Let's say, "few" physic objects is ok. Check scirra.com/construct2/games/mortar-melon game. I think this is limit of physic objects, that can be used for mobile games or good top desk computers. Of course, someone can say, it need better device, but game should run smoth on most devices and your Sony is maybe no speed deamon, but it is good example of average device and if game not runs on it good, it means engine is not enough fast for project. You can try with simpler collision boxes or smaller game scale, but over 20 objects will be always too much for mobile/html5/js.

  • haha, thank you I was sure, something is wrong with my eyes!

  • Hi

    Maybe I am wrong, but by default distance is measured to imagepoint 0. I need to different image point, for example 1, 2 in other part of sprite/object. I know how to get distance from x.y, but I can't see option, how to get it to defined image point.

    THanks!

  • vtrix

    On one of my phones, Nokia 1020 canvas2d working even faster than webgl, and here no webgl things yet, so problem is in collisions, map size etc. I know, smaller map can help, but it can't be smaller. I have statics in different frames, for example walls are one object with 20 or little more frames.

    This is only test, I am not sure yet I will stay on C2, means js/html5 with my project or I need to move to other faster "engine". I still have a hope, I can do it in C2, because work is much faste than in other engines and in theory, I can do everything I need in this game. I need only stable fps. With few enemies on screen and some effects fps is still acceptable, I'm doing more tests now

  • vtrix yes, but as I said, I tested it also in webgl on device and is too slow.

  • I had similar problem with my program in Construct2. It was not game, but some kind of software with calculations. In XDK I had errors, but on device no! This is not granted, but probably some Node Webkit error (XDK emulator basing on it). Anyway, you should double check all operations to avoid not needed multiple calculations and result errors. And finally somebody should test it on device. I had same problem with Windows Phone version, but I found person with this phone and I finally tested on real device.

  • No. Depending what you want. You must do it on start. I have player/enemies always on top (every tick), so I must move on top what I need. But this I posted working well, I am justing it right now and looks cool. Just need good tweaks depending on game window resolution, enemy size in pixels etc, so you must try yourself.

    Here sample, it looks better when animated and you can tweat particles shape, sizes etc for smother effect.

    Edited, you not need to move particle top if you add particle after object enemy to project - particle will be over enemy always.

  • on button pressed - particle spray once, 360

    In short words.

    * create particle with some kind of red dot

    * set cone to 360

    * set spray once

    * as you need set speed, distance etc

    * add pin to particle

    * on layout start set position to player and pin to player

    * set not spraying

    * when button pressed, or other event - spray

  • Here is very nice solution, I am using it in my word game, very big dictionary, so for dialogs will be good too. emanueleferonato.com/2013/04/29/the-basics-of-an-html5-word-game/

    This is very good solution. I tried many other even in native for Android Eclipse (Java) and I must say, it working faster and better. Depending on device, with thousands of words in dictionary, player must wait maybe 2-3 seconds only for loading whole dictionary, so try it.

    This is not xml, just plain text. Can be .txt but work with any extension. xml maybe will work faster (loading) but with xml tags file will be much bigger.

  • O don't know ludei, sorry. Only XDK

  • > Facet nice dude, keep me up to date how all this works out, I would love to test it

    Okay, then collisions might not be the issue that much, I have like 900 up to 1500 objects how does that run on your system? If that runs smooth or okay, then that is not your issue.

    On my old laptop, depending on window size is slow or very slow. On my phone, Nokia 1020 I have 45 to 60 fps, but here no enemies, items and action yet

    Also try another browser, and also uploading your game, don't run locally. Or try Web-Nod, also faster. In general seems chrome to be the smoothest way to play.

    I have it online, testing also on real device. I know, some differences here, but not significant.

    But hen most likely it is rather the redrawing end effects slowing it down a lot. Try not to use any fx... they are also fps hungry -- I know, they are tempting, but don't work on all browsers anyhow... (at least some look pretty ugly in some browsers)

    No fx yet, but I want some in future

    Are you scrolling your map all the time? Maybe you can do map-areas, only scrolling, when you reach the edge of the screen. Since scrolling means all objects have to be positioned and redrawn.

    Yes, is scrolling with player. This is game idea, so will be hard to change it ;P

  • MultipleChoice

    I can't send pm yet, so hit me on camerapassion gmail com

  • what phone system? (Android, WP, iPhone?)

    what export in XDK? (Cordova, Crosswalk, other?)