Sargas's Forum Posts

  • ok. well. thats not what the margin does. you want to change the fullscreen mode.

    the margin is jut your workspace in construct2. one of the fullscreen modes places the game top-left.

  • Set the second number to something bigger than the first. like; "100, 800"

    but what do you think will this accomplish?

  • Aphrodite I'd like to know too, my galaxy S3 started to render con Canvas2D instead of WebGL and performance really dropped. how can i disable the balcklist?

  • this would be it. http://benerot.wordpress.com/ it's a startup starting to start.

  • haha, thanks Ashley! I actually had read that when it came out.

    I like the program to be as smooth and elegant as possible, i'm all for doing it the best way. I just needed to understand how the inner machinery worked ^^

  • Well, this is disappointing... I changed every text to either an image or sprite fonts, and all the "every tick" to a setter. I made a ton of "performance efficiency" upgrades on my program... and the amazing result; about 3% increase in performance xD

    Hopefully slower devices will make it more noticeable.

    The game sure looks prettier now, after with the graphics overhaul

  • But, after further testing this, I found that there is a limit to what can you do until it starts getting slow again.

    If set every object in mi game to "collisions disabled" and make the game check distance for them in order to enable their collision when is going to be needed, the game actually gets slower. But if i only do it for the couple of objects that do the most interactions, the game performs better than without the distance enabling. And not even by much. but it clearly gets smoother. The rest of the objects interact so little with other things that they are better left by default.

  • You're not being very helpful here,

    You have the distance function dead wrong too.

    you have distance(1.x, 2.y, 1.x, 2.y). you're measuring nothing. of course the event would NEVER trigger.

    you need to input distance(1.x, 1.y, 2.x, 2.y) or distance(charcolision.X, charcolision.Y, policecolision.X, policecolision.Y)

    I'm sorry for not being able to detect such a basic problem on my first try. I hope you can forgive me.

  • My company is ! but then again, we're nobodies.

  • make a game about making games about coming up with ideas for making games!

  • You're setting EVERY instance of that object to MOVE or to STOP at the same time, system check don't pick instances. Gowever you have an useless "for each" just bellow that, that should be on top above the events on top =P

  • I did the same thing to my mobile game, but in my case there was a performance boost of about 20%. (went from 2000 checks to 0-40)

    I suppose it has to do with the processor on the device, I test on a Galaxy S3.

    I'd love to hear an expert's opinion on this.

  • iceangel it seems I have some objects to replace and a ton of events to modify now =P!

  • iceangel thanks, i see that now =O

    do you have any information regarding sprites font vs sprite performance? should they be identical? (i speculate the pre-rendered sprite should perform a little bit better)

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  • jayderyu sorry, but I'm gonna need clarification :S

    you mean that objects like the Text objects are incredible hard to process? and I should go with a sprite of text instead?

    Meaning that events like "every tick; set text to X" will drop fps like crazy?

    I also found this Article that pretty much says what you said, i think...

    I had never though about any of this prior tonight, and my game is actually full of events with always conditions, specially text objects and frame setting on sprites...

    So i'm going to have to implement a ton of "checkers" and functions to replace all the "always". It should really improve performance though =O