jayderyu's Forum Posts

  • rainmaker

    ..... You must have missed that SpriteFont action called "Set Text" that's in the second to last bottom grouping called "Text".

    Also when it comes to CocoonJS. CJS doesn't support DOM objects at this time. So using the TextObject will result in no text. This might be changing soon, heck maybe it has changed recently. But last i tried it wasn't working.

    To add on to this information. Placing DOM objects over a Canvas(C2 render target) will reduce the performance of your program. While desktops have enough power to over come this. it's still in the long run poor design to use a TextObject for games. Unless your games is more GUI widget based and don't need FPS.

  • Since your new. This link is the best link. Once that is grokked you will get tons of stuff <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    https://www.scirra.com/tutorials/37/beg ... onstruct-2

  • Here are my suggestions

    http://www.sosmath.com/trig/trig.html

    trigonetry is your master math skils to handle position of any object compared to another. Even though C2 has a lot of great tools. Knowing this even on a basic level will put you leaps ahead of those who don't.

    http://www.cplusplus.com/doc/tutorial/

    C++ or any tutorial set based on any programming language.

    These are just internet grabs, any source will be helpful.

    know these two basic principles will launch leaps and bounds higher than muddling your way through <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> good fortune and great question <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • You can't do anything automatic when it comes to programming. You need to code it one way or another.

    As for the random play list.

    Create an array with all the song names. You can also use a CSV and tokenate randomly; instead of random.

    Then create an Event for Audio on End with your "music" tag name.

    Play music file = array(int( random(0, array.width) ) w/tag "music"

    or

    Play music file = trim( tokenate( csv, int( random(0, tokencount(csv,",") ), "," )

    w/tag "music"

    with that during your game when one song ends the other will begin.

    boom easy, and not automatic.

  • Because rendering performance cost isn't linear. Once you hit a certain point it's a sliding exponential.

  • ArcadEd is right for the CJS support <img src="{SMILIES_PATH}/icon_e_sad.gif" alt=":(" title="Sad">

    However if you want there is an obscure Cordova plugin that supports IAP. With the Cordova plugin you can either use PhoneGap or Crosswalk compile.

    If you need help the maker of Sticky Sticky is willing to help.

    http://www.caou.org/stickysticky/

    I can confirm it work because I bought the game.

  • Mipey is right. A cloned object is treated as it's own image. It's unfortunate, but C2 handles image in regards to sprite associations poorly. So when you clone a Sprite it also clones the existence of the image.

    Instead of clone it's best to use instances of a sprite like you had above.

    As a design for C2 use your sprites as image objects and Families as your entity. That way you can use a sprite for more than thing...

    Though i wish c2 was designed around image ctx and plugins/sprites... then use a reference to an image.

    Oh well it's still a great tool over all.

  • 1. Scirra currently only has full new isntalls

    2. Your friend needs to download the license file from his account downloads. Likely he deleted his license file and he needs to get it again. Which there is no additional fee for.

  • It can be done. In the tools and resources section. Some one did a super simple way to pack an a C2 game into an APK. Scirra could implement a similar model, but I don't know why it's not done. It would be better than XWalk.

  • delgado

    Your code is the most likely culprit.

    I made a post(not a thread) about this a few days ago. Where I went over that C2 and CJS are fine at rendering. The problem was in my code. C2 doesn't optimize code and more especially it doesn't optimize Sheet ROOT events. The more root events you have occuring per tick the more your game will slow down. You will especially notice with older devices.

    Also what surprised me was that even just having a GROUP or an included EVENT SHEET will impact performance there code calling also seems to slow down performance.

    As a test set up the most complex scene in your game. Then detach your EventSheet from the layout. I bet anything your performance will jump to 55+ as long as you keep to mobile gfx standards.

  • TiAm

    Good job. I like it. I found C2 weakness really isn't it's graphical render. it's the fact that it's really easy to make poor and slow event coding.

  • Yep, that's pretty much the same reply I got. Of course the catch 22 with that is that because I have no way to charge money on the Ouya through CJS. I now have to XWalk and a Cordova plugin which has been made. So all of that Yopp and CJS comes just short of making it the one to use

  • Looking good Tom, really appreciate it.

  • You wont' likely get 20ms often. I find most of the time ms is usually ranged from 50 to 200.

  • To make a clarification about collision checking.

    C2 previously used Brute for collision. This meant every object is compared to every other object based on the collision check event.

    Since a few versions ago C2 now uses Collision cells. Collision cells divide the objects into rectangle based cells. this means the objects only need to check against other objects in the same cell. This is an improvement.... unless of course that the cell size is the size of your viewport :( boooo :( that's right. The screen you see is the size of a collision cell. That means your tests of object and collisions are back to using brute force.

    I've insistd that C2 should use a quadtree, but I believe the reason ashley won't is because it would require a major overhaul to many of the behaviours. So don't expect better performance if everything is on the same screen,.

    Anyways. there are two reasons why the OP is having a performance problem.

    1. Your GPU is black listed on the browser

    2. Probably un-optimized code. I've discovered lately that certain events eat performance on an every tick use :(