ForgedByHand's Forum Posts

  • Once I removed all text objects and replaced them with SpriteFont+ objects... Perfecto!

    Plus it means less faffing around with webfonts now so makes life easier for me. Well chuffed!

    Thanks for the tips toublesum, I'll have a poke around in my events and see where I can put them into action.

  • I'm not too fussed about the lag caused by the iframe as it isn't really noticeable, but the fps hit I was taking from the set text call was.

    I'll set up a function I can call for the score update. Thanks for the tip.

  • That made a HUGE difference! Theres still a slight hitch when an iframe updates but that could well be to do with my staging servers crappy response times. Definitely a move in the right direction. Thanks very much.

  • This is a weird one, I've put together a simple game which works perfectly on desktop, but when I test it on a mobile platform using the wifi debugger I find that the game lags massively under the start and end conditions.

    During the game performance is fine, I can get 55 fps on Crosswalk, but during the start and fail conditions I get 6-12 fps!

    The game is physics based but at no point does the physics engine demand more than 2% of cpu time.

    Checking the profiler shows that drawing calls increase during the start and end conditions - on mobile platforms they take up 93% of CPU time, but essentially theres only one animated sprite on screen & 7 tiled background distributed through 7 layers, I'm scrolling these infinitely so they're pretty tiny.

    Can anyone spot anything in my event sheet that might be causing the system to make lots of draw calls? The games so simple I have no idea what I could have done wrong!

    It lags on startup when its loading the assets which I kind of expect but as soon as the timer throwball completes the fps shoot up

    Then as soon as the fail conditions are met the fps fall off a cliff

  • Cheers dude, I'll try that out - My version doesn't work when I export to mobile, the music isn't muted.

  • Ahah I got it. There was a lot of useful info in this post.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=94232&p=787842&hilit=mute#p787842

    Here's my event, I've reverted back to a single button with 2 frames of animation - works perfectly. Not tested it on mobile yet though.

  • Even this with 2 seperate objects doesn't work! Nothing happens when I click, but if I disable the unmute touch event then the mute touch event works perfectly!

    I'm confused.

  • Nup, didn't work. I also tried it as shown below. I'm thinking the editor doesn't like more than one touch test being assigned to a single object. Can anyone confirm?

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  • Good advice, I'll give a try an check the rest of the project as well.

  • I'm trying to make a mute button. It's currently based on a sprite with 2 animation frames, and is using a boolean to detect states (although I've tried with an integer & a compare frame with no success).

    On touch I was trying to get it to test state, switch animation frame & mute the sound. It works when theres only one touch statement pertaining to the 'mute' object in the events panel but not when theres 2. Where am I going wrong? Would it be easier to simply move the 'mute' object off stage and simply replace it with an unmute button? I'm presuming the system is fussing about 2 touch statements on one object...

  • Got it, was going about things in the wrong way, I basically took all my members out of the family and setup individual animation frames on the ball, then at random intervals I can change the animation frame for a different one. Dead easy.

  • I am building a very basic ball physics game and have grouped various ball types together in a family. What I would like to do is at random intervals replace the family member currently on stage with a randomly selected member.

    I had a look into arrays but they just store strings or integers, not object references. However surely a family could be seen as another type of array, are the members given indexes that I can call against?

    OT is it possible to speed up the physics simulation over time to increase the games difficulty?