goldentreee's Forum Posts

  • Thanks for your answer.

    By "duplicate" i mean "duplicate layout", the option you have when you right click on the name of a layout.

    I always use it when i do a level that has the same "base" as the previous one, maybe it comes from here ?

    Cause i didn't add more texture, just duplicated layouts and i lose ram.

  • Hello!

    I have a question/pb : i reduced my images, to win ram usage, then done a few levels and i saw that in fact, my ram has increased.

    After trying to understand, i thought that the only explanation could be that i created more layouts, even if my images were smaller.

    So i duplicated some scenes (14 times), and i lost around 8 mb of ram. I duplicated more and i lost more ram again (12 in total). I work on mobiles, and it's a huge lost of memory.

    It uses the exact same images (in spreadsheets or not), and it's just scene duplicated, so I don't understand why i have so much waste of ram.

    Did anyone notice it too before ?

    Is that normal ? Is it a bug or am I doing something wrong ?

    (i'm on r139 in case of)

    Thanks :)

  • Is there the layout by layout loading in CocoonJS now ?

    I've not followed the recent developements ans that's really the only thing that would made me come back to it (i work with Ejecta on ios).

  • jayderyu :

    Well, it's a shame, but who knows, maybe my explanation will show to Ashley, and if i'm correct, that it would be very usefull when you try to target small or older devices (if you can think of the ipod/iphone4 as an old device).

  • Happy birthday :)

  • For me, and from what i understand, being able to have an option to chose between 30 or 60 fps would be a good feature, in order to match more easaly older devices.

    You can do that in Stencyl for exemple, with a lign of code.

    For example, I have framerate drops on my ipod4 with my project (an universal apple app), as i said on another thread, from 60 to 55, and i can really notice them, even if my fps is high for such a device : i would prefer to have a stable and solid 30, and my framerate drops to not be noticable.

    Idealy, being able to choose that framerate depending of the resolution of the device or whatever would be nice.

    It would give us a good window of safety concerning this point on older devices, as we can still make the game running at full speed with dt.

    But maybe it's difficult to implement, or would not look good, I don't know, or maybe i just understand badly how fps work, but in my mind, at the moment, it would be great !

    Otherwise, auto resizing images concerning the resolution, as i suggested before, would be the very best option, to my opinion : it would make us reach 60 fps really more easaly on the older devices, as the images would be divided by 2 for example :)

    Darklinki : timescale work on that devices for example, so maybe it's possible to implement it, even if it's different of course.

  • thanks for your answer Ashley.

    I never mix dt and every seconds.

    My pb is that :

    I scroll to my heros.x, or put a scroll behaviour on it, whatever, and my hero moves with dt (+600*dt) to the right, for example.

    As long as my fps is 60, no pb, but if it goes down, even just a few fps, my camera "jumps".

    So i tried to scroll using dt, using everyseconds, etc..., to have my camera moving independently from the fps.

    I don't know if it's normal, but i thought that having everything moving with dt, even the scrolling, would erase the fact that every framerate drop is visible, but maybe it's just impossible to hide this kind of things, I don't know.

    That's why too, and i know you're not agree, maybe it would be nice to have an option to chose to render the games at 30 or 60 fps.

    I mean, i would prefer to have my game running (at the same speed using dt) with a perfect 30 fps and no framerate drops who make the camera jump, than being between 60 and 55 and having this camera jumps, which are very annoying me.

    It would be very usefull for old mobile devices : still having my character moving at 600*dt, but on a stable 30 fps. Not sure if i'm clear, but in my case, to make my game working perfectly on an ipod4, it would be great. i succeded on that device to have a nice game and to stay between 55-60 fps, but i just try to get ride of the jump of the camera :), if it's possible.

    Now, maybe i understand nothing in how framerate work, but for what i understand, it would nice, again, for old devices, to give a kind of "security" part concerning the framerate.

  • It's something that is existing in Stencyl for example (i've nerver pushed a lot that software, but i suppose it works well) : you import your image at 4x, and the soft auto creates 2 others images (x2 and x1) to play the game at different sizes depending of the resolution of the mobile.

    I know it would increase the ram, and the weight of the project, but it can be really usefull, depending of the project, to win a lot of fps on smaller devices (if i understand well how things work).

    For example, i want my project to be an universal Appl app : i have to design eveything for the Ipad3, as recommanded by Ashley, but my Ipod4 has also to deal with the big images, and I think it's hard for him lol.

    I suppose, but maybe i'm wrong, that I could win a lot of FPS if it was dealing with a smaller size of eveything.

    By the way, maybe it's possible to separate the images folder too, and like that, just use the ram of the good image size.

    Don't know if it's possible and if i'm clear. Maybe i'm asking too much, or maybe it's useless in fact haha.

  • I have the same problem as Xionor.

    Sometimes i just go to 58 and my camera jitters.

    I tried every dt but it's changing nothing at my end (i tried with "scroll to" behaviour, tried to program the movement every 0.01, etc, but i still have that visual pb.

    EncryptedCow, i would be interesting in your link but it doesn't work anymore.

  • It works well, thanks !

    I tried to do the same, but with slopes, and i'm completely lost. If someone has an idea, it would be great :)

  • Nofish :

    I've never used that, and i'm not sure of what you mean by "main menu", but maybe it's the same pb that when you push the "home" button : have you tried with "enable Webgl" on "off" in C2 ?

    Some bugs just disappear if you don't use webgl.

    Otherwise it's nice to know, and probably like with Cocoon, they are some limitations on some points that we will discover as more people use it, i guess. :)

  • Good holidays to all the team :)

    Thanks again for all your great work.

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  • LargeMarge :

    Well, i'm really far away to be a specialist of xcode, but maybe it is that you have just to update Xcode : go to xcode>preferences>downloads>components and check for the updates, and be sure you have downloaded and installed everything. Be sure to have the latest version of Xcode available too (4.6.3).

    Me it was written that in the tutorial's picture cause my ipod was not connecetd when i took the picture. Normally, your device appears, or a simulator, and you can chose between them.

    :

    I never use the simulator, always real devices, so i can't really help you on that point. I can just say that at my end, i have no problem at all with touch controls, even on my ipod4 :). Maybe like LargeMarge, check the update section of xcode, who knows.

    Good thing to know for the names ! :) (even if personnaly, i never put spaces in my names, wherever, i tend to put a "_". i took that habit when i learned some actionscript a loooong time ago lol)

    For the FPS, it says in the Ejecta help page that it's not recommanded to use the simulator to know it : normaly, you will have better ones with a real devices they say, but i never verified. Maybe that's why you have strange things too by the way.

  • hollowthreat : welcome :)

    I think i was too much tired last evening, and i mixed between all my versions of Ejecta, so yes, it corrects the bug of the home button crash, but not allow to use the beta. I suppose you're right and you need Xcode 5 for that, but you can use the stable version at the moment, which works perfectly with Xcode 4.6.3

    I updated the tuto on the point.