phiziom's Forum Posts

  • > > If you have In debug mode on your PC it shows 90% load, that's a lot for android devices.

    > > If you want to be successful on smartphones your goal is to get to 10% in debug mode on PC.

    >

    > So I need to disable debug mode? Is this the solution for android?

    You don't have to turn anything off.

    If you want to make games for smartphones, you should have no more than 10% of this figure

    The CPU while the game runs is fine -- it is when the game "loads" it is above 90%

    While the main screen is playing. What could be causing the slow performance on android here? I am confused

  • If you have In debug mode on your PC it shows 90% load, that's a lot for android devices.

    If you want to be successful on smartphones your goal is to get to 10% in debug mode on PC.

    So I need to disable debug mode? Is this the solution for android?

  • Hi all, I finally completed my project in Construct 3 and it literally does not work on iOS devices and runs super slow on an android devices.

    On iOS devices when the game gets to the main event sheet and main layer it causes a crash and reverts back to the start.

    On android devices the game will get to the main event sheet and stop working every 5 seconds and run sluggish when it does work.

    The game isn't that involving however I suspect its something with the "code" based on the debug. The "engine/other" shows 90% upon loading. The game while it actually runs shows varying numbers all below 15% for all of the usages on the debug menu.

    Debug

    XCode Error upon game crashing

  • I'm not sure what the problem here is but I'm at a loss.

    On start of layout --> Typewriter text "Hello" over 2 seconds.

    It does not work. That is the whole code.

  • Save the speed from a previous tick in a variable, for example:

    Thank you this makes sense

  • What would the code look like to compare the Touch.SpeedAt(0) with the speed after the tick? Do I need assign two variables to each speed then use the "Compare Two Values" line?

  • I am trying to change the animation of my sprite to its "Run" animations based off of the acceleration of the touch on both the x or y axis.

    Currently the sprite plays its "walk" animation for the respective directions just by being in touch.

    I want the sprite to "Run" if the touch is being dragged faster across the screen.

    I'm sure the answer is quite obvious but I don't know the math behind it.

  • MoveTo behavior doesn't control animations.

    I don't have any issues using the 8direction behavior and the angles work accordingly with what you suggested when I use 8direction. However I am using touch-based movement and this is where my issues begin.

  • The angles work fine for what I need them to do.

    I did in fact check on "loop" in the animations and my issue still stands.

    I am at a loss here because I am convinced the game does not support touch-based animation tracking when it involves moving for both the X and Y axis.

  • I have code set up that sets animation based on the angle and the movement. However the issue is when there is NO "touch" in place the animation stops.

    I've separated the animation triggers with separate conditions from the "Is in Touch" to play the respective animation and the animation still stops when the sprite "moves" or doesn't work at all.

    One example I did was:

    I delegated the angle of touch to a 1,2,3, or 4 to "AnimationTracker." Then I based it on

    --> If Sprite is Moving

    --> If AnimationTracker = 1 THEN play "animation" and so forth.

    I am confused because not even this works when you separate the touch conditions.

    I am guessing animations don't work with "MoveTo" behaviors?

    Screenshot of Current Code:

    gyazo.com/24b1c0f34c5676dc21a3e8443b0a0233

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  • I am attempting to make a top-down 4-directional sprite. The issue I have is when I "touch" the screen the sprite will correctly change animation on either the X or Y axis but not both.

    It seems that when I click anywhere on the screen the animations begin to compete for each other and nothing plays.

    Below is a screenshot of the code.

    Please tell me how I can simplify or fix this.

    gyazo.com/2133c20762ce44ca246f2fdae85a4a45

  • Use your global variable as an indicator of the previous position.

    Before you update the y coordinate of the sprite in the global variable, compare the current y value of the sprite with the value stored in the variable, to see if it is greater or less than the previous value stored in the variable. Then update the global variable with the current value.

    Thank you this makes sense.

  • I am trying to track a global variable being added or subtracted.

    For example: I have a sprite moving "up" or "down" on the Y axis with the Y coordinate of the sprite being assigned as a global variable.

    I want to set an action upon the fact that the Sprite.Y axis is either decreasing or increasing.

    How do I make that a condition?

  • Thank you I will try these

  • The movement angle does not work when implemented. I think this is because you cannot having a moving angle set while the sprite 8direction is also not moving.