matrixreal's Forum Posts

  • To get rid of the rough edges turn off pixel rounding and set sampling to linear in project properties..

    You are going to have to make a choice though..

    A beautiful pixel-perfect game or a game that is actually playable..

    Nobody is going to notice a bit of stretching of sprites in the background and it could save a lot of memory..

    Turning of collision does help a great deal..

    Using the tilemap works too, although you should decide later if the effect is nice-looking enough, else you could always create the sprites again at the tilemap positions.. (Creating the layout using tilemap is much quicker)

    Be sure to use tiledbackground and/or 9patch as much as possible, for it reduces image memory a lot too..

    If the game runs smoothly on a desktop, it will run smoothly on WiiU, so that's a good indicator..

    turning off collisions of unused object (sprite) DONT HELP or Change anythings

    because collisions are checked if you use collisions action in even sheet ....

    however , i would like to understand about creating layout using tilemap ????

  • ah ok you want to optimize at maximum performance on mobile phone , since and specially because you have a lot of sprites ??? thats true ?

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  • why you need to create object on other layout?

    just create it on start of the next layout...... no?

  • wow i wonder it ...

    use 458 objects (sprites) and you get 60 fsp and and 8% of cpu .... i wonder to know how to do it ... maybe u use groups ?

    in my case , i use only 250 object and get bad performance ... about 45 , 37 FSP .... and believe me its heal on iphone 4s (slow)

  • The only workaround I know is to lower the resolution of the sprites. It works great for mobiles.

    to lower resolution of sprite ?

    can you give us an example ?

  • hi

    any one can help me please in this case ?

    thanks in advance

  • hi

    can you post an .capx example to see how you solve this problem ?

    thanks

  • hi all,

    i would like to thanks all persons helped me on forum specially (ashley,silverforce,collidium and

    here is my second game by construct 2

    any suggest will be welcome

    and if you like the game thanks for rate it on appstore

    https://itunes.apple.com/us/app/footbal ... &ls=1&mt=8https://itunes.apple.com/us/app/football-pop-2014-cup-soccer/id891509412?l=fr&ls=1&mt=8

  • Ashley

    We can close this topic.

    I realize I can't ask C2 to be pixel perfect.

    The problem came from a delay between spawning the sprite and actually moving it. I accepted the fact that C2 can't handly such quick operations milliseconds perfect so I've come up with alternative solutions.

    For those who might want to know. I just precreate 3 ranks of tiles and each time that for instance 3 blue collide with the sprite trigger i put those 3 new sprites in movement and immediately create 3 other sprites outside the layout ready to move.

    For moving C2 does it very well.

    hi

    i see your description but i dont understand it well

    can you send us .capx example ?

    thanks

  • hi vgaev

    can you send us .capx example to see how you solve the problem ?

    thanks in advance

  • hi,

    cani get an .capx example to see how you solve the problem ?

    thanks in advance

  • i see it but i dont understand wery well

    can you send me .capx example ?

    thanks in advance

  • any one can help please this is the last bug i get in the game!!!

  • any idea guys ? i post .capx to see what goes wrong

  • can anyone suggest to me something to solve the problem ? about having spaces after some secondes or in changing scale !!! thanks in advance