Sisyphus's Forum Posts

  • Sisyphus , What device are you using on CocoonJS? Thanks for the example btw

    I'm going to attempt using Ejecta or Intel XKD since they have no Intro Logo like Ludei, and maybe they have their shit fixed with spritefonts, but I'm afraid I might be a bit dumb for the whole procedure. Is it complicated?

    I've already published one game on appstore via CocoonJS, and that took a moderate amount of time to handle

    I can't try ejecta or crosswalk right now, and never tried them at all, but in tutorials it looks even more easier than cjs export.

  • thanks for the reply, can't give capx it is on my pc.

    I tried it with nexus 5 and galaxy tab 2. Because the nexus 5 has 2gb RAM it is safe to say RAM isn't the problem.

    What is weird about the debug? The big difference between values? Because the game spawns enemies so that is why there is a big gap between collision check, etc. At least one enemy and at most 25. Cocoonjs faq didn't give me answer...

    Oh, sorry i didn't seen for first time, you got 21000 collision checks per second!? That's really a lot, maybe this can cause a crash. Can you tell your object count? Too many objects can cause a crash too. But i think checking for 21000 collisions every second is causing the crash, when your device is getting crazy of it

    And yeah, in cjs 2.0.1 and earlier was a sigill bug or something like that, just use 2.0.2 and everything will be ok on you tab 2.

  • Hi guys,

    I compiled my game with CocoonJS and it seems fine. The problem is that it crashes time from time to time. Sometimes after 7min sometimes after 30min. I have 30 levels and there is not one level that always crashes, it seems to random.

    Is CocoonJS my problem or is it something. Help would be great!

    results debug mode:

    frames 53 to 60 (18 to 21 ms/frame)

    Collisions check: 3000 to 21000 ( 223-350 per tick)

    Poly Collision: 200 to 1700 (4 to 40 per tick)

    cpu about 19%

    (first time using debug, so no clue if these are good or not)

    Thanks!

    Please, provide a capx, the debug doesn't make any sense, i think you need to check your events, look for any mismatches. And i hear there were some problems with samsung galaxy tab devices, and galaxy s3, if you use them, read cocoonjs faq to know how to fix the crashes. Or maybe your project just uses a lot of RAM, and it's crashed because of this.

  • Are you sure you are not "generating" the text every tick ?

    It's not clear from your explanation, but do you set the text content in a "On start of layout" event or any kind of triggered event of the like ?

    Otherwise you are generating a 900X3000 texture every tick and wondering why it is eating CPU.

    I make an example capx, event sheet is empty, works with 60fps everywhere except cocoonjs, after cocoonjs export or in cocoonjs launcher it gives 45fps.

    [attachment=0:1fk8qsez][/attachment:1fk8qsez]

  • Ludei have never replied to anything I've written... I don't think they will on such a seemingly marginal problem. Damn it. I was rather hoping that it's a problem on my device only.

    Although I bet that spritefont can be maybe tweaked for CocoonJS to delete what is no on screen, so it doesn't drain resources.

    Spritefont would've worked so perfectly for me project... damn.

    Maybe try crosswalk or ejecta? I can't try it now, but i try that sprite font problem in chrome and have 60fps, if crosswalk is like chrome it's gonna be the solution for you.

  • Sisyphus Could you trace your steps so I know what you've tried?

    I tried changing almost every function separately, to see if magically it works. That didn't help.

    I tried disabling webgl, NO.

    I tried lowering text quantity (FPS increased, but just by a little. still 200+ words lag awfully)

    Well, i didn't do anything, i just replace all spritefonts to a sprites with text's when noticed the fps lowering

    UPD: I just try to open a project with 2 sprite fonts with random text 1000x3000 in mobile browser, and fps is still 60! In cocoonjs launcher i have only 15fps with that project. So i think it's a problem in cocoonjs, try to report it to ludei.

  • It's really just a new project, with a spritefont, and random text added to it, that is 900 px wide, and 3000 px high.. nothing else. If you still want, sure I can make it again and upload it.

    Oh, i just want to be sure that i understand you right, my english is not perfect, but now i think that i got it right

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  • completely static, completely new blank project. It just stays there and it syphons precious CPU

    It drains a lot even on 200 words loaded in it. Does it not do that on your export? And I'm using the default spritefont sheet, not some fancy big other one.

    Can you please show me your capx? I think i had the same problem, i just use one sprite where all giant static texts typed, i can't found a better way to fix this.

  • [attachment=0:1za2lwq8][/attachment:1za2lwq8]

    Here, a little capx to show what i mean, run layout 1 and refresh several times, you will see that a random layout from 1 to 5 choosed.

  • zenox98 what the function of >> int(random(5)+1 <<

    can you describe it please?

    System -> Set Value -> your variable, round(random(1,yourlayoutcount))

    Xenovia what the meaning of yourlayoutcount ??

    [quote:mr6cgc34]int(x) - Convert the float or text x to an integer (whole number).

    Then, random(5)+1 will add 1 or 5 number to "Layout" string, but that's not working, " " is missed, the correct string is

    Go to Layout (by name) > "Layout"&" "&floor(random(0,6))

    or

    Go to Layout (by name) > "Layout"&" "&int(random(5)+1)

  • Upload a capx example please.

  • I hope i get you right, you got a 1500 words of text(sprite font) in your project? Is it static or you change it through events? Yeah, and spritefont not check for collisions.

  • I implemented the tilt function into my game, but it's not working correctly since my game orientation is landscape

    The tilt detector thinks that my game is in portrait orientation

    So how to pass the value as landscape mode?

    Try different angles on gamma or beta.

  • I can't figure out how to make a 3D game. do you use endless layout? if not, then what?

    As the index page said:

    [quote:vb0dvrno]Construct 2 is a powerful ground breaking HTML5 game creator designed specifically for 2D games. It allows anyone to build games — no coding required!

    It's a 2d game engine, possibly you can create 3d games in it with Q3D plugin. Maybe some other plugins too.

  • Sisyphus I compiled it via Cocoonjs and it works very well!

    Thank you very much bro, I owe you one

    Glad to help