henriquesv's Forum Posts

  • For instance:

    Timer 1 (0.01s): check if the touch has been released and if it is touching. Add 1 to the counter.

    Timer 2 (0.5s): check how many touches happened and set this number to a color scale; clear counter;

    =)

  • You could do this:

    Set the timer to minimum period (increase frequency) and count how many touches it gets in a larger amount of time.

  • Hummm I see... let me think about it!

  • Try this capx. You also have to remember to check if touch has been released... otherwise the player would cheat =)

  • Do this:

    System Event -> On every 0.5 seconds (for example) & Is Object being touched.

    If it misses one it will stay white. Change the timing to get he frequency that you need.

    Let me know if it works for you.

    Cheers!

  • Have you found anything Zathan ? I tried some of my games with CocoonJS but it is not good for mobile =(

  • I have just compilled it for just Android (XDK). It seems like it does not set it right on the mobile device. My test shows 2 main screens overlapping each other. But I can fully see the top one. Also.. the sound / music didn't came out. =(

    BUT ... it was way faster than Crosswalk... don't know why... =/

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  • Hello!

    Could somebody please explain what is the difference between using XDK to export for Android and Crosswalk for Android?

    Thanks!

  • Hi, I also tried CocoonJS... it is not worthy! Compilation takes a lot of time and it can be even slower.. =(

    Seems like I have to quit using embedded physics and aim some work-around....

  • Is it possible to monetize a game with AdMob and Crosswalk? I didn't find anything...

    I know that it is possible with CocoonJS, but seems like Crosswalk has better compatibility and performance.

    Thanks.

  • I have just tried exporting to Android and using XDK (Crosswalk). It got worst =(

    It is an Android 4.0 Tablet - 1GHz Processor / 512MB RAM

    I also tried on iPAD Mini (1st version). It isn't smooth yet... =(

  • Hi! I am also going through similar situation... frame rate is low (from 26 to 37) ... but the game is playable on Desktops. But when I try it on Android or iOS things get really ugly

    Here's my topic... and the game idea is also simple as yours.

    I think in my case, managing many collisions is a big issue (at least 16 objects).

  • Hello Aphrodite !

    Yeah, from 60 to 75 it is supposed to play a sound of objects colliding with each other. I have removed the sound for this capx and forgot to remove the events. So I removed it from the capx attached now ... but it didn't really help.

    And yes, switching to Box2d asm.js helped with +- 10 frames =) ... I will try to use it with mobile devices as well.. I will post it here later.

    Tks

  • There you go. Please take a look.

    I've seen around here that collisions do take a lot of processing. But in this case I don't see any other way.

  • Hi Tekniko! What do you mean? At project's properties? Its WebGL is On already...

    Physics Engine is Bpx2D Web.

    One thing that I did is to change most of its "detecting" actions from "Every Tick" to "Every 1.0 seconds". But didn't see much improvement.