KICK4H4's Forum Posts

  • I found I needed to do too much extra checking to drill down to get the type of object I wanted to work on plus a noticeable performance hit on collision detection. Encapsulating all my objects no matter how similar they were and using families to group them just worked better overall.

  • NEVER have just one copy of any important project that you keep overwriting every time you save. If the editing software corrupts it somehow or you accidentally save over it or whatever, you can't go back. Every day you should zip your project completely and archive it with a date so you have a kind of "global undo stack" that spans the length of your project, so you can roll back a day if you need to.

    Dont forget to save a copy to a different drive!

  • xlomid

    I would scale the cars based on their Y positions. Just use dt on car movement.

  • Try here:

  • "$" & RegexReplace(str(10000),"\B(?=(\d{3})+(?!\d))","g", ",")

    just replace the 10000 with your score variable.

  • You can find a c3 version of the litetween plugin in the litetween thread. Im not aware of a C3 spritefont+ plugin so youll need to remove it from your C2 project. TBH I cant think of a single reason people continue to use spritefont+ in C2 as the native spritefont plugin is better.

  • :oops: when will they fix it ??

    anyone know ? please quickly .

    There is no product roadmap. Dont forget C3 is still in beta.

  • You are a kind person, good job Badwolf.

    Seconded. Good to see some love on the forum for once

  • I have performance problems too. I exported C2 project using crosswalk and got FPS around 60. Same project using C3 export got fps in the 50s and stuttered a lot.

    Crosswalk is a wrapper. Wrappers usually enhance FPS, but at a cost of features, stability and the bloat of including the runtime in the final build size. You seem to have a good fps gap. My own tests are so close performance wise, I ditched crosswalk a good while ago.

    Ultimately, mobile is a minefield for performance. Always has been. Try and test on some different devices to see what you get. Never, ever, test on one single device as take that as a final benchmark. Ive tested builds on older hardware and actually got better performance.

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  • marcoscodas

    Put the link into you device browser. Download it. Your device will confirm if you want to keep the file as it could be harmful (its not). You can then open and install it. Then run.

    Tap any of the two ad text boxes to load and show the ad. It may take a few seconds to fetch. Ill send you the capx.

  • Hey marcoscodas

    Check your PM.

  • Are you using success/failure events? I would make the app indicate the status of the ad events to see if thats where the problem is. You can remove them after testing. Or use run the app through the cocoon dev app and use the console.

  • Remove all ad plugins from your project.

    Install latest cocoon plugins into C2:

    https://github.com/CocoonIO/cocoon-plug ... master.zip

    Add the cocoon Admob plugin to your c2 project. Fill in the admob ids in the plugin settings. Put your admob events somewhere in your project. Export project. Upload to cocoon.io. Turn on admob in cocoon.io services. Make sure the 'admob native ads for android' is in the plugin settings. Compile apk.