thorntonp72's Forum Posts

  • Hi TheWyrm,

    okay cool thanks. I will investigate further.

    Cheers

  • Hi Doomeyes,

    Yes I think checking the coordinates is probably the answer.

    I have made a very rough capx file, which only incorporates one side, a drag and drop to help with the idea based and only on on y so you need a lot more smarts in there, but it may help? That's if this is what you wanted as I was not quite sure

    [attachment=0:3a2hwsvw][/attachment:3a2hwsvw]

    Cheers

  • Something like this may help? Using version 194.2

    [attachment=0:nui8ex3b][/attachment:nui8ex3b]

  • Just a quick update and thanks again. I have quickly checked the capx file that Kyatric posted and this is exactly what I was looking for and makes more sense with the else. I will still look at the button simulation tonight as this sounds interesting.

    Cheers,

  • Thank you Kyatric and desjardins2014. I will take a look at this tonight when I get home. They are both very useful tips and suggestions so will look at them both and might swap around depending on the scenario in the game.

    Cheers Guys,

  • Hi,

    I am having an issue where when my sprite hits a collision point it seems to keep going and ignoring my speed changes. So basically when my sprite hits the right boundary wall, I set the animation to mirrored and change the speed to a negative number. When it hits the left boundary wall, I do the same in reverse. The animation works but not the direction. It keeps on moving.

    It seems to work one way but not the other. I have extracted my code and attached my capx as an example from my game.

    If someone could take a quick look and offer their expert advice, I would appreciate it.

    Thanks.

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  • Hi The Wyrm. Yes I am using 2013 but update 4. Just thinking that may be the problem? Cannot test it though as Update 2 is no longer available. There is a link to update 2 on MS site, but it always goes to update 4.

  • Update

    okay. After stripping my game down to basically 1 layout, 1 layer and hardly any game code I was still getting about 5 to 10 FPS. So after many many hours of rebuilds and tests I was getting nowhere fast, so I thought this just can't be right.

    So, I have decided to build using cordova/XDK-Android/Crosswalk (arm-apk) (which adds about 20mb to the file size), however I am now getting 40+ FPS on a TAB3 and 60 FPS (steady) on the HTC M8 for the same game.

    This is a massive difference, so if you are having performance issues, don't use the Android build in the XDK, use the Crosswalk build as it worked for me. I now know that this was probably the best way to have done it in the first place, but did not think that it would make this difference.

    I will start adding all of the niceties I took out of the game again to see what happens, but it looks VERY promising. Oh I feel better.....

  • Hi,

    I have been trying to get my game working on windows 8.1 by following the tutorial by Ashley at

    https://www.scirra.com/tutorials/993/ho ... store-apps

    and when I get to this part.

    =====================

    Exporting from Construct 2

    First, ensure your project has the right Name, Description and Author properties set, since these will be used in the exported app.

    After exporting having chosen the Windows Store platform and the Universal 8.1+ app option, your export folder will contain a .sln file. Double-click on it to open it in Visual Studio. If you've not used Visual Studio before, it's a complex and sophisticated tool for application development. However, you only need to use a small number of commands to configure and test your app.

    I get the following error (I am using Visual Studio Express Update 4) Perhaps I need to find an older version (which I can't seem to find ATM)

    Exported as Universal 8.1+ (VS2013.2)

    Unsupported

    This version of Visual Studio is unable to open the following projects. The project types may not be installed or this version of Visual Studio may not support them.

    For more information on enabling these project types or otherwise migrating your assets, please see the details in the "Migration Report" displayed after clicking OK.

    - TheCommando_2.1.1_free.Shared, "C:\Users\Paul\Desktop\The Commando_2.1.1_Free_win81\TheCommando_2.1.1_free\TheCommando_2.1.1_free.Shared\TheCommando_2.1.1_free.Shared.shproj"

    - TheCommando_2.1.1_free.Windows, "C:\Users\Paul\Desktop\The Commando_2.1.1_Free_win81\TheCommando_2.1.1_free\TheCommando_2.1.1_free.Windows\TheCommando_2.1.1_free.Windows.jsproj"

    - TheCommando_2.1.1_free.WindowsPhone, "C:\Users\Paul\Desktop\The Commando_2.1.1_Free_win81\TheCommando_2.1.1_free\TheCommando_2.1.1_free.WindowsPhone\TheCommando_2.1.1_free.WindowsPhone.jsproj"

    No changes required

    These projects can be opened in Visual Studio 2013, Visual Studio 2012, and Visual Studio 2010 SP1 without changing them.

    - SharedApp, "SharedApp"

    - TheCommando_2.1.1_free, "C:\Users\Paul\Desktop\The Commando_2.1.1_Free_win81\TheCommando_2.1.1_free.sln"

    Thanks.

  • Hi,

    I have written a top down platform shoot-em up game which I thought was working really well.

    The window size was reduce from 1280 x 720 to 640x360 to see if this helps

    The layout size is now 1024 x 6144 with a tile background and not individually placed sprites.

    All loadable objects are destroyed on layout.

    I have about 360 objects in the layout.

    I have around 0-130 particles going off from time to time, but only on certain events like a tank exploding.

    Image memory use is about 13.5mb

    So on my windows machine I get 60FPS (steady, with no drop) which I would expect based on my GPU.

    When I run the game using the LAN via the construct 2 web service on my mobile device I get around 30 to 35 FPS (steady) which is great and would be happy with even 25FPS.

    but once I export this using Cordova, then build the apk using the Intel XDK tool, then install on my device I am only getting between 5 and 10 FPS.

    If I cut any more out of the game (such as objects) I might as well have stick figures running around the page.

    I am testing this on a samsung Galaxy TAB 3 device which is not the greatest but I think a good device to base a minimal test on for the game, but not sure why it so slow. I have also tested this on a HTC M8 which is not bad and gets around 15-18 FPS, but still not great.

    I am not pushing the game to any real limits that I believe should be restricting this, so I am now at a loss to see why this is running so badly.

    I have read the performance improvement pages and have initiated all of them with no gain at all.

    Does anyone have any ideas as what to look for or why this is about 10% of the speed after testing on my pc and 60% slower after the web connection test?

    Thank you,

    Paul

  • First issue was easy resolved. I just destroyed the images on start-up. This prevented them from doing anything and did not impact the creation or spawning of the sprites later in the game.

  • Just a quick update in-case someone else has this issue. I seemed to have got around the problem by adding the 8 Direction behaviour to the enemy sprites and disabling the default control. The enemy now just crash into each other and eventually bump around toward the player to get out of their position.

    Still working on the first issue.

  • [attachment=0:317znvp3]lineofsightturretenemycollisionissue1.capx[/attachment:317znvp3]Hi,

    I have been slowly creating a top down shoot em up game which is going well, but I seem to have 2 issues with enemies.

    The first issue, is that in order for me to create a new enemy object somewhere I need to also have the object somewhere in the layout screen. Now this is okay for static objects, but when my enemies have bullet behaviour and LOS enabled the off screen sprites come onto the screen which I do not know how to stop them from doing so as they do not need to be there as the actual enemy is comprised of 2 sprites, so I cannot just stick them on the screen (which I have tried) as the turret always seems to get left behind, while the tank moves away.

    The second issue, is that all of the new objects I create on the screen always collide/overun with each other, basically running over each other, so when I have 3 created tanks and they are coming after the player, they will eventually all be on top of each other, which looks bad. I know the point is to kill them off, but sometimes this does not happen. They also seem to just go through all other solid objects on the screen (which have solid enabled) like trees, buildings etc.

    I have tried several things for both of these issues, but cannot seem to fine the resolution.

    When the enemy collide with the player, they just push him around, which is great and expected behaviur, but I cannot seem to get the enemy to do the same with each other and not sure why. I have tried playing with solids and other behaviours but nothing seems to work.

    I have supplied a link and attachment to a very basic capx file which shows both issues that I am having and was wondering if someone would know what the problem is with them.

    Please.

    https://www.dropbox.com/s/5sc9sna87jbhr ... .capx?dl=0

    Thank you.

  • Hi,

    Does this mean that we can no longer use the webstorage local feature to save game data and setting etc?

    Thanks

  • Okay figured it out. I just set Custom to obstacles in the LOS Behaviour. Hey, it might help someone anyway...