jobel's Forum Posts

  • ugh...XDK is what I use as well... I wonder why they nixed it?

  • I also teach C2 at the college level and I don't see any problems with C3 other than maybe the price (in case students want to buy it and use it at home). Currently the free version works fine for select students, but there are some that will go beyond the 4 layer limit and want to use families etc... The current one-time price tag of C2 (and when on sale) is great for students, but I fear a yearly subscription could discourage some - I hope not.

  • Also what computer are you testing on? The specs do matter. Is it a laptop? are you using hardware acceleration or not? Try running it on different specs if you know someone with a higher end machine.

  • Draw calls between 3.3 and 4.5 %? no, that's not a big deal. Hide those large background sprites so they aren't rendered and run the game. Does that fix the issue? I don't expect that is your issue..

    You may have a leak somewhere in your code. What is the highest percentage process?

    check your collisions under 'Watch' and other stats there that may be helpful determining your slow down.

    Do you do things Every tick like create sprites in that are not destroyed right away?

    remember to check these:

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/blog/83/optimisa ... -your-time

  • what do you have for background art? lots of big images in memory? or amount of things to draw on the screen..Draw calls is usually a culprit.

    Do you load objects that are NOT in your current Layout? if you load something from another Layout there will be a considerable drop in frames while you load the new object into memory.

    Run your game in the Debugger, you can get a lot of useful info there.. wait for a slow-down, and look to see what takes up all the resources.

  • akrfranko

    interesting..

    so what is the unpacking formula?

    160, 5001

    compress:

    160 + (3 * 5001) = 15,163

    uncompress:

    ?

  • no 11 frames opposed to 4 is no big deal..

    although it depends...

      -how many sprites are on the screen at a time running through all these 11 frames? -how big are the images? -are you using WebGL effects (notorious for slowing things down) -are you creating too many objects? >10,000? or making lots of objects each one testing collisions? -what about particle systems, how many do you have running on the screen at one time? -It's all about budgeting you memory and CPU usage. -are you using physics behavior?(notorious for slowing things down)

    make a text box on the screen showing these variables: FPS, cpuutilisation, ImageMemory, objectcount

  • check the tutorials...

    Export to Cordova

    Download the Intel XDK (free) which will deploy it onto Android

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  • if it's current, it sounds promising since they name construct2 by name...

  • music also won't loop seamlessly.

    I've done a workaround where I play the music not looped, then On Finished, I manually restart it. Not great but it works.

    this is mobile Cordova only on Android, have not tested with iOS.

  • please explain what you want to do better. It's hard to understand.

    how does the player move? Left stick? and you want to aim with the Right stick?

    make the bow a separate sprite that is pinned (position only) to the player. Then map the angle of the bow to the angle the Right Stick is pointing. If you want it to snap to 7 directions, just check the range and set it to 0, 45, 90, 135, 180 etc...

    but remember Analog neutral is 0, X = 100 is all right X = -100 is all left and same for Y.

    if you specifically want to only aim when not moving you need to give the player an instance variable called isMoving (or if you are using the platform behavior one already exists) then set it to true when the player isn't moving. Then add that to your aiming code. But invert it so you are saying XisMoving (not moving) - allow them to aim.

  • I tested this as well and I'm getting the same thing... Free <2 seconds and Licensed about 7 seconds.

    yeah I can understand, it's slow to respond. A number of times I open 2 versions of C2 because I don't really know if I double clicked the icon to run it or not. So when nothing happens, I try again. Then there are 2 versions up... it's just annoyance though..

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  • I just played the demo, it's pretty good so far but I have a number of comments.

    -screen transitions to get to actually playing the game is not intuitive. It's not clear that you have to keep hitting the ship icon. When I first started, I could not figure out how to start the game. Then I thought, oh maybe it's just a demo to show the interface? I closed the game a number of times, went back in.. clicked everything.. still could not figure it out. Then I clicked the "ship" icon again and realized it brought me to a new section. So really you need a NEXT button, flashing or arrows >>> swelling in size essentially saying "CLICK HERE NEXT"

    -the menu architecture is very cumbersome. I should just have the ability to go to any screen from anywhere and not have to drill down. I should be able to launch whenever and not have to keep hitting the spaceship icon. When I was on the area where I can add body type and wings. I would try to load out from there, but then realized I was in the wrong section, but couldn't remember where it was. Then I realized I need to hit the Space Ship again... not intuitive.

    -fire button does not work on gamepad - when I play your game.. I definitely want to play with a gamepad

    -fire button for missiles is strange.. I have to hold the button in.. I can't hit the button and fire. Actually all the shooting feels like that. I want to shoot when I hit a button

    -when I played with a mouse the cursor is still a pointer when I'm aiming.. that should be a crosshair + or target box. Looks very wrong with a mouse pointer.

    -when shooting asteroids, at one point they all blow up which seemed weird? But the not so good part was you triggered the sfx for each one at the same time making a super loud clipping overlapping sound. I literally jumped. I would definitely make 1 sound effect for that. i.e. a sound effect of many asteroids blowing up at once.

    -the beginning of the game is probably a little too hard. Once you get more body parts and you can aim it's A LOT easier.

    -You could have a little more rewarding parts to the gameplay. Since it seems you do an endless run each time and keep your RP after you die. A tally screen or some sort of indication you made progress would be good. I thought for sure when I beat the big ship after the asteroids I would go back to the menu but it just kept going. But yeah, important to give the player some feedback here...after dying.

    keep up the good work! I love the ship upgrades and body parts... the interface art is nice and clean, colors are great, ship assets cool to look at.. bullets and explosions, screen shakes all good stuff!

  • nice.. using more of the screen looks more natural. Game area now looks about 4:3 or so..

    are the sprites stretched? or is there more screen? if the latter, does that change the gameplay at all? by making it easier or harder? and I guess more importantly does it impact performance?