HessamoddinS's Forum Posts

  • I have 100 of that sprite and i wanna check the distance of all of them with each other, so if the distance of one of the instances is less than 50 with another instance something happens to them.

    How can i do the above scenario?

  • How can I compare two instances of a same sprite?

    like if Sprite.X > Sprite.X

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  • Hi

    So I found a way to create smooth shadow casting for circle sprites. here is a picture of the event: (But with this was using light radius could be tricky)

    (Sprite has Shadow Caster behavior)

    and then put a circle sprite on top of the rectangles.

    I even tested it with a circle size 1800 and it is still smooth and looks good. you can even add an option so people can decide how accurate they want their shadow to be.

    I think what i did do not need an explanation but if you want i can explain more.

    Thanks

  • Thanks for the news Ashley

  • Ashley are we going to get a plugin for this soon? If yes, will it support achievements for people who are in idsjh@xbox?

  • Does it mean we can integrate achievements, cloud saves and other stuff now?

  • Is this bug fixed in NW.js v0.20.0?

  • still no news?

  • How can I use derivate3?

  • Did you try using Canvas+ in CocoonJS? Just click the settings button in the project page in their website and change the webview engine to Canvas+.

    Yes I used Canvas+ for the port.

    I was wrong about the game working fine on Android Chrome, the problem exist on Android Chrome to so probably the issue is from Google Chrome on Android

  • I use Noise and Pixellate effects on one object in my game. They work fine in Chrome and other browsers but when I export the game through Cordova for Android (on both IntelXDk and Cocoon.io), the object becomes grey with red dots in it and doesn't show the effects properly. The problem exist on android Chrome too.

    Is this a bug from Google Chrome on Android?

  • It would be great if you can add a plugin for Heyzap

    It's a really great ad service and they have a Cordova plugin already.

    https://developers.heyzap.com/docs/cord ... quirements

  • Check chrome://gpu in the Chrome browser on the device. The most common performance problem is buggy GPU drivers forcing the browser to use software rendering. The chrome://gpu page will tell you if it's actually using hardware acceleration.

    Everything is using hardware acceleration except Multiple Raster Threads which is disabled and Native GpuMemoryBuffers and Video Encode which are Software only

  • So I previewed the debugger on my galaxy tab 10.1

    In Profile Tab the FPS was below 20

    The Draw Calls was consuming around 6%

    The Engine was 3%

    The Events was 5%

    (sometimes these three would go around 10% t0 13% for 1 second)

    The CPU was consumed around 15% to 25% overall

    The image size was 125mb (because of the high resolution)

  • Number of objects does not impact the performance in your case for sure. I have a game where I have high hundreds of objects at one time and the game works with 60FPS on SGS4. I guess your problems is the code or rendering (lots of effects blend modes?). Have you checked in debugger which part of your game is heavy? What consumes the most CPU?

    If you could share the capx, it would be much easier to say what's wrong. But such game should run perfectly fine on average mobile.

    Even the previous version which I didn't use any effects and blend modes on runs terribly, and for the newer version I use few blend modes and effect throughout the game which I dont think affect the performance really. The thing is the game runs terribly from the start, when there is only few objects and only one effect is on. I'm not comfortable to share the capx for this game but I will check in debugger and will have a new post about it.