slw666's Forum Posts

  • Hello all,

    I am wondering what other users experience of CocoonJS has been so far with construct.

    Whilst I am impressed that the game we are designing works perfectly on the iPhone 3gs and 4, it still feels juddery. Even when it reads 60fps the whole thing feels more like 15. I have optimized the game as much as I can and made it all in non retina resolution to give it a speed boost but it isn't smooth.

    I guess I am hoping someone has had this problem and has a solution, if not, is Coccon + Construct likely to fix it in the future?

    Thanks!

  • Hmm, nothing rendering with any font. I don't suppose you have a basic .capx file that is rendering fine on your devices you could send to me. It would be a pain if there is a problem with the iPhone 4 and 3gs.

  • Thank you for your reply farsmile90. Could you tell me what font you used that you know works so I can try and use it too. Good to know the cloud system will let you use custom fonts :)

  • Hi there,

    I have just put Text in my game and it won't appear on either of my iPhone's using Cocoonjs. It appears perfectly on the PC but nothing is rendered at all on the iPhone. I have done this on several builds of the game so cannot work out why it wont work at all.

    Everything else works well so this is a little disappointing :S.

    Thanks if you can help

  • Hi,

    I have been working on a mario style platformer but am noticing that I can only make small levels with out a huge drop in framerate. It seems that the more tiles I have in the level the slower the game runs. I have tried making the levels out of their default 'Sprite' state but have also made them 'Tile backgrounds' but the performance is bad either way. Ideally I want the game to run on mobile platforms, on small levels I can get a very good framerate on the iPhone 4 using cocoonjs but a level of 10000 pixels or more wide starts to really dip into noticeable choppy frame rates.

    Can some one explain to me the best way to lay tiles (i.e. as tiled backgrounds or sprites), is it better to use large tiles where possible or should I make the scene out of smaller tiles. Is there anyway of getting construct to not render this stuff off screen? Any other hints?

    Thank you all,

    Shelby

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  • Hey, thanks for that link! I will give that a go. I have got a pretty decent camera using 2 invisible objects, one as the camera that scrolls to the other object which is set to two different positions depending on whether the characters mirrored or not. Its nearly perfect, just a very slight jolt at the end if you look really hard!

  • Just followed both your advice and it works great guys! Thank you very much. Should I be doing the same thing for animation?

  • I have been making a platform game using event driven controls on the enemies with the platform movement set. Every enemy I add to the game will slightly reduce the fps regardless of if they're on the screen.

    I remember in other programs (I think Corel Click and Create) I could set it to only load the sprites behaviours when they were on the screen. Is there any way of simulating something similar on Construct 2. It isn't a problem with PC and Mac but for iOS is really gets unplayable after a couple of dozen enemies have been put on the scene.

    Thanks

  • Just tried to pull this off myself. It's nearly there but can you clarify how to put that system expression in PM? I must just be missing something but I can't find any system field to put that expression in.

    Thanks in advance!

  • Cheers Ashley,

    So why does it work 9 times out of 10? It is literally so close and would be disappointing if I had to take the slopes out of the game.

    Have you ever tried it out?

  • Cheers for the reply 80bit. It is worth a try, I'll have a go with that method and report back!

  • Really, no one has managed to fix this one? Seems pretty important and I've tested it on another computer and still no joy. Bad collision detection pretty much renders the whole game useless :(

  • I can't seem to get diagonal platforms working reliably. Most of the time the character hits them and stays on, sometimes he goes right through. I have messed around with a non-animated dummy character and it's collision polygon. It is better but still not reliable :(

    Anyone know how to fix this one?

  • I'm really struggling to get my platform character to reliably land on diagonals. I have made a dummy non animated character and messed around with the collision polygon a lot. 9 times out of 10 he lands fine but the other times he just goes through it :(.

    Is there something I can do with maybe delta time to make it more accurate? He lands perfectly on anything horizontal btw.

    Any advice would be appreciated,

    Cheers!

  • Ha that's getting very close! Really impressed.

    I'll try and have a play with that method too, I am sure others will find this information useful too.

    I roughly understand what is going on but it might take me a while to get it to the point I can modify it. If I can improve on it I will upload.

    Thank you again!