ranma's Forum Posts

  • Well this one (and the fact that these WTF 2FPS reactions pop up now and then) pushed me to write a simple tutorial on how to get better performance on mobiles:

    http://www.scirra.com/tutorials/298/performance-tips-for-mobile-games

    cheers!

  • Well damn, I had no idea just by heading to their homepage, its a barrage on the eyes with dollar signs everywhere! Thanks again!

    don't get to excited, appmobi probably won't give you much of a boost in fps if you're not using their direct canvas, which is quite costly. it's true, that probably you'll have to just wait until the webgl is supported on more mobiles than it is now. also, as soon as you learn to phonegap without using phonegap build (ie. eclipse for android) and start using phonegap plugins, you'll feel like this:

    and yes, read through the Furries thread, it'll give you some directions about how to optimize your game to run on mobiles, and don't get discouraged. have fun! :)

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  • I tried on non webgl mobile, it didn't work unfortunately, but it should work on desktops (didn't test it, but I thought i'll just leave it here if someone's interested :)

    it requires a modification in exported index.html file, so only if you know what you're doing :)

    https://developer.mozilla.org/En/CSS/Image-rendering

    cheers!

  • Scroll your game somewhere where there is nothing visible on screen at all (maybe make some custom events to do this). If the game speeds up, it's rendering. If it doesn't, it's events.

    well, game runs at around 15fps when scrolled outside view, so I believe it's in events, but are you sure that offscreen drawing doesnt affect speed? is there really a difference if the sprites are drawn on or off screen?

    cheers and thanks for the help

  • http://dl.dropbox.com/u/59009902/wat.capx

    actually try to just preview it couple of times, every time you touch screen, the black box will appear and behave differently almost every time, despite the same event. so i think this is not only related to framerate.

    hope that helps.

  • ...that my framerate is low? remember? there was something like graphic card waiting on processor or something like that, back in the construct classic times. how can I make something similar in C2?

    also, there seems to be something wrong with delta time. if i make:

    on Sprite created: custom movement: accelerate 100 at angle 90
    every tick: custom movement: accelerate 1000 * dt vertically
    

    this behaves totally different depending of framerate (or device actually, as i got higher fps on desktop machine and lower on android)

  • you have other condition that is a trigger (with a green arrow next to it). you cannot have two conditions that are triggers in one event. ie. you cannot make a "on start of layout" + "on animation finished" in the same event.

  • if you're using photoshop that much, how about trying holding shift while scaling a sprite, it'll give you what you'd expect from photoshop :)

    as for the rotating gizmo, you'll get used to id, trust me.

  • The one very important functionality (at least for me) missing that was in construct classic, is "pick by comparison" where you could pick a sprite by comparing its... whatever, say instance variable.

    For anyone wondering how to achieve that now (not a very good way to do this, but as far as i know, the only way, so Ashley goes the question is there any other, more optimal way, or is there a chance to add this functionality) is to create an event like this:

    + pick all Sprite

    + for each Sprite

    + if Sprite instance variable Sth = 1

    = do something

    cheers!

  • i thought that versioncode is incremented automatically in each export. if not, i think this is a bug worth noticing

  • in C2 in the project properties update its version to higher before exporting.

  • well no problem for me it's not changelogged :) thanks and cheers!

  • around 2 fps gain. not much but still... :)

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