kriand's Forum Posts

  • Click on the layout and set 'Unbounded scrolling' to 'No'.

  • Code looks ok to me. What is the condition above the for each loop? When you are sure, there is an element with value 1 in (X, 0, 1) and the loop was executed, check the debugger whether your objects were created but may be not on the screen. Does the layer "obj" exist in your current layout? Perhaps you add an action, which is independent of other values, such as changing a text. If the text does not change, insert the action in the direct parent event to see when the conditions are not met, and so narrow the error.

    If all this does not help, we need more information

  • Well, it works for me. Something in your approach must be wrong. Here's a more complex example:

    1drv.ms/u/s!Ap_-qxoGKbDcg3PuvzPy51vL0C96

  • Did you put the variable under an event or a group? Make sure 'Static' is enabled for your variable. If this is not the case, we need a screenshot or the capx.

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  • As mentioned only in C3:

  • If you know the cell can use these actions:

  • The new C3 beta :)

    newt Did you mean my last example? Sounds like Tilemaps or do you mean something else? I do not know exactly what it is, but for me it was the fastest way to create something presentable. Not optimal but already far better than hundreds of objects. Maybe you can give a simple example. For my part I am at the end with my ideas for now.

  • With particles it is faster then with sprites but not as fast as with TBGs, at least in my attempts. I really think the fastest and best suited way for a mobile game is to use animations and fixed road parts:

    1drv.ms/u/s!Ap_-qxoGKbDcg3HteBHYrBIHUG4b

  • I can not confirm that. Both examples start with about 15% CPU usage on my PC and my example keeps this value, even though the first sprites start to fade. For the fact that tons of sprites are created, I find this utilization quite normal.

    I can imagine two options. First: I replaced the sprite with a TiledBackground and was able to reach a constant CPU usage of about 8% instead of 15%.

    The second possibility is the prefabricate and assembling of road parts with sprite frames or animations. It need a little more programming, but would run much smoother. Since it should be a mobile game, this method should be seriously considered.

  • Did you look at my example? Using a 'for each' loop does not make things better. Use the 'wait' property of the fade behavior. It works a little faster then comparing the Y coordinate to destroy the road.

  • Using two effects on so many sprites is really a bad idea, especially for a mobila game. Try to optimize the image so it can be used without any effect. You dont need to includ dt in bullet behavior because it is already using it. From your example i dont realy get how your game will work, but i am sure there will be some things that need improvement. Here's an example where I think it could work better:

    1drv.ms/u/s!Ap_-qxoGKbDcg2-8y22xY2n9jbyh

  • What are you using to preview your project? Using the newest version of chrome or NW.js is significant faster then the newest version of firefox. Did you try the same thing in an empty, new project to make sure that creating/destroying is the cause? Maybe sharing your project can help us to find a solution.

  • I tried to reproduce this using fade out to destroy the objects. Enabling fade always leads to a lower CPU usage (using C2 261 64-bit).

  • I added a global boolean to check if the player is dragging a card and placed the 'is dragging' event above the card sorting:

  • Yes there is another way. You can create an invisible sprite, pin it to your objects an check the collision:

    1drv.ms/u/s!Ap_-qxoGKbDcg21IfgbCldYigo9k