thesecretweapon's Forum Posts

  • The Ludei logo still flickers in my game. I am using the latest CocoonJS 2.0.2 . Why is this happening? It looks very ugly.

  • Capx updated..

    Noooo ... I just bought a CAPX for timberman at CodeCanyon for $12. I could've gotten it got free!!! :'(

  • How is it? Do most app work? What about C2 apps exported using CocoonJS?

  • Google released ART experimentally and announced that it will replace Dalvik in the next version of the OS. https://source.android.com/devices/tech/dalvik/art.html

    Does games exported using CocoonJS or CrossWalk work on ART? Has anyone tried it?

    If anyone here reading this have ART running on their phone, can you please install a simple CocoonJS and/or Crosswalk project and post here whether it works or not? I don't have ART so I can't test it.

  • There are (probably) some issues with your capx..

    Even with 7 FPS you should be able to have a look at the debuggers info to see where that is coming from..

    Ashley It'll probably be a problem with my project as there are several good performance games wrapped using CocoonJS.

    LittleStain

    It says Collision detection: 227 (avg)

    Object count: 35 (avg)

    Is this the problem?

    I read somewhere on the forums that doing something every tick is bad for performance on mobile.

    I am doing these things every tick:

    Every Tick:

    1. Simulate Platform pressing right

    2. Scroll to player

    3. Add time spent to variable TotalDistance

    4. Add time spent to variable CurrentDistance

    5. Set text "Score" to variable "TotalDistance"

    All these "every tick" actions are vital to the game's basic gameplay and I can't seem to find a way to avoid using Every Tick.

  • Using the Debug-mode you can see what takes the most amount of processing time and memory etcetera..

    You could (read should) use that to find out what the bottleneck is..

    You should be glad it doesn't crash on windows, for that will give you enough time to figure it out..

    First thing I would look at is if there aren't objects being created all the time and if the collisionchecks aren't too high.

    It could also just be a part of your programming (events) that is taking up a lot of your cpu time.

    This is exactly what the debugger is for, debugging..

    The problem is using C2's debugger is that when using the debuger to run the game, the game experiences EXTREME lag. The kind of lag which is worse than on a mobile. On mobile the game has about 50-60 FPS, on normal windows its 60 FPS and in dubug mode its 7 FPS!!

    Is this normal with all C2 projects or is it just because of my CAPX?

  • bump

  • Many people here on the forums said that the newest update of CocoonJS fixed it. But I am using the newest version in my C2 and newest (2.0.1) to compile in Ludei's cloud compiler and I still get the ugly flashing ludei logo.

    How can I fix this?

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  • I'm having a very hard time optimizing my game. My game is an endless running game and I make sure that everything is destroyed once they get outside the window. But I am wondering if using "Tiled Background" instead of "9-Patch" save memory and improve performance in mobile?

  • You might want to also look at how much data are to be transferred into memory between the two layouts.

    If your game layout is using huge images that need to be read and uncompressed, it's natural that it takes time, especially on weaker hardware.

    Try to post a capx of your project to see if anything can be "optimized" specifically for mobiles.

    Kyatric Thanks for helping!

    Yeah, there are a lot of large images in the Game Screen layout. Is there a way to preload these images in the main menu layout?

  • So I have a main menu with a button "Play". When the player clicks Play the action "Go to Layout: Game Screen" is fired. It happens instaneously in PC. But when exported to Android using CocoonJS, it takes about 3 seconds after touching "Play" to change the layout to the Game Screen. Why is this happening? How do I fix it?

    It also happens when the player dies and touches "Try Again", it takes about 3 seconds after touching it for the game to go to the layout "Game".

    I thought maybe the "on start of layout" of the layout "Game Screen" is causing the delay. But I'm not doing much at start of the layout. I'm just playing a Sound, setting local variables to WebStorage keys and restoring some variables.

  • Is your layout very wide?

    what about using Tiled Background and stretch it to outside the layout.

    This problem is very noticeable on Android (using CocoonJS), and not so noticeable on web. I'll try making it a tiled Background and also stretching it a bit as TheDom suggested.

  • I got a professional designer to design a seemless background. He did it perfectly. The background image IS seemless. But when imported and run in Construct 2, it shows a thin white line between the next and the previous images which breaks the illusion that the background is seemless.

    I am importing the image as a sprite and then applying bullet behavior in order to let it continuously pass by.

    How can I fix this?

    Thanks!

  • Take a look at the endless runner example that comes with C2. After examining it, I think you could modify that example so the background only runs when the player is moving. It's pretty easy to follow. If you need som more help after examining it, post back here.

    Thanks. Each time the player is NOT moving I set the backdrop's timescale to 0 and if the player is moving then I set it to 1. Is this a performance effective way to solve this problem?

  • I am making an endless runner game (using auto runner template) in which I apply bullet behaviors to the backdrops so that they pass by infinitely. But when the player gets stuck on a platform, it looks ugly: the backdrop passes by until there is blank background but the player stays there. Is there a way to fix this?