Sharkade's Forum Posts

  • 12 posts
  • Hi dop,

    Yea it really is that high (1621/tick) with only 6 total platformer sprites! The only 2 collision based events in the whole project are "GreenSoldier on collision with TrenchCollider" and "BlueSoldier on collision with TrenchCollider. I just realized i'm running a very old version of C2 (version 243) on this PC so I imagine that has something to do with it, I'll be updating in the coming days.

  • Hi all, I'm working on a side on WW1 trench game and I'm having trouble with the movement of the soldier sprites. At the moment the soldiers have a platform behavior and are using the 'simulate control' action. The problem is the collision checks go extremely high (>1000 PER TICK!) when only a few soldier sprites are present. In the attached image the red dotted line shows the collision polygons of the ground tilemap and the red squares are the Trench colliders that register when the soldiers are in a trench (there are only 2 on the layout).

    I was wondering if anyone could give tips on any potential alternatives to the platform behavior that accomplish the same movement (able to move in and out of trenches and horizontally on the flat parts), or any optimizations to the platform behavior that make it viable.

    At the moment I optimize by disabling the soldier's platform and collision behavior when they are stationary. This drops collision checks to 0 when applied to all soldier sprites. Obviously this isn't an effective solution because the sprites spend most of their time moving.

    Any advice would be greatly appreciated, also while you're here what do you think of the look of the game?

    :) Cheers

  • Recently I've been trying to optimise my game for mobile and in doing so discovered something i find really strange. I noticed that whenever i touched the screen the cpu usage would more than half and then go back to its original value shortly after i stopped touching the screen. The cpu usage would remain low so long as I was doing tapping or swiping gestures on the screen. When the cpu usage dropped it would not come at the cost of performance so far as I could tell because the fps remained at a flat 60fps. I was doing a local network preview onto my Samsung S7, with a spritefont displaying my cpu/fps details every second.

    I decided to investigate further and made a temporary event sheet for my layout which only had 2 events, 1 to update the cpu info and one to request browser fullscreen on start of layout. There were no events involving any touch input and yet the same thing happened, this time with cpu usage dropping to 30% of its original value with no effect on fps.

    I even went so far as to remove the 'touch' plugin from the project and even then it happened. This made me think it had something to do with the phone or the browser app but when previewed on desktop browser and clicking the mouse on the screen the cpu usage also dropped in a similar fashion, but not so with keyboard input.

    Any ideas whats going on here?

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  • Cheers

  • Hi all,

    I've been previewing my game on mobile using my local network (+browser) and have been getting 30-40% cpu usage and average 60fps (I'm assuming this is the refresh rate of my device). I haven't yet gone through the complicated process of exporting to mobile yet and would like to know how well i can expect the exported game to run compared to how it currently does in the preview. Will the performance be better/worse or the same?

    Cheers.

  • Thank you so much Colonel, I really appreciate that, have a merry Christmas ;)

  • Hey, any chance you could port your ReflectFX Effect? I know there is a similar effect in C3 plugins page already but it doesn't have the wobble distortion or RGB effect like yours and It's essential for the artstyle of my game which I'm trying to move to C3.

    Cheers :)

  • I'm trying to make a game for mobile devices.

    I've spent hours trying to make my camera scroll left and right along my scene by using touch input.

    The goal is to have it so that when you are on a mobile and you swipe your finger from the right of the screen to the left, the camera will move to the right in the scene relative to the length of the swipe, as well as having a smooth finish.

    I've managed to get the basic movement down, at the moment I can pan from left to right but the coding is messy and complicated, not to mention there is no smooth finish. The panning motion stops immediately after you release your finger.

    Any help would be greatly appreciated

  • I'm making a game in which a ball bounces off solids, the angle of reflection needs to be perfect. Think pong, or the app Ballz. I cant find any other way than using the default 8 point collision polygon that the sprite editor generates for it. I would use more points but that would be resource intensive and i don't know if could make it a good enough circle without using a lot of points. Are they any work arounds? I've also been trying to use the physics behaviour because it has a circle collision mask option, and i tried setting its elasticity to high, density to 0 etc, in attempts to simulate the ball but with no luck. Sorry if there's already been a post about this, i couldn't find it and believe me i looked. Any help appreciated.

  • So I have applied 8 direction to one of my sprites, I applied the 360 degree (smooth) feature so when I move the sprite faces the way the arrows are going. That is all fine. However when I release my fingers from the arrow keys the sprite by default turns to face the nearest right angle rather than carrying on facing the direction it left off. How can I fix this so that it faces the direction it was last facing?

    Thanks,

    Sharkade.

  • 12 posts