Toby R's Forum Posts

  • It indeed looks fun to play can you tell which Steam game inspired you? Was it Cromsonwood or?

  • It's not really about the layout size but the ratio. Fronne explained how to cover issue with various screen ratios on mobile devices here https://www.scirra.com/tutorials/1126/m ... le-devices.

    If you want it only for the iPhone 5 and up, you can calculate ratio based on the Apple's devices official specs... there not that much devices with iOS.

  • That sounds really promising. When I started working with C2 for mobile apps there was even no e-book describing step by step how to build a mobile app with C2 and IntelXDK and I struggled a lot. And it was really painfull process to learn everything so I was really not in a mood to start this struggle again with CooconJS, Coocon IO or anything else.

    BUT... Intel XDK is not perfect as we all know. Performance is pretty poor, and with every new Crosswalk version release it was worse and worse. And on top of that there are mobiles which simply cannot hadle it at all. It is a minority but still.

    So this was really discouraging to build more mobile apps with C2, and I think many peaople simply left C2 because of that.

    And I'll say one more thing. I've never shared that on the forum, but I think it's a right time. I've built a mobile game with C2 (pretty simple trivia game). First it got its release on Polish market (Polish version). Simply to do good testing on smaller market before releasing WorldWide in english. You can take a look on it here: https://play.google.com/store/apps/deta ... polskiquiz

    As you can see it has pretty decent graphics, and we had VERY good feedback from people we were showing the game (I'm saying "we" cause I've released that with a group of friends). But still it has a mark of 3.9 now... which is not the best score you would expect. Once we put the game on Google Play the nightmare started. Many people had performance issues, game was blinking, wasn't working at all etc. We had to ban several devices at all (including Galaxy Tab 3 series!) and rise android requirement to 4.4 KitKat to be sure game is runnung on some decent/modern device. Till we made those changes we recieved a lot of negative comments and bad marks. Not because the game was bad, but because it wasn't working. It was really a pain, especially when you invest some money in marketing.

    Anyway I was waiting with releasing english version till C2 will get some better "partner" to compile mobile games. And it looks like the time has come!

    So again. Cocon IO sounds really promising. Thank you part12studios for sharing!

  • What about IAP with Cocoon IO? There is nothing mentioned in Andy's e-book. Can you point to some tutorial?

  • I just realized that I was looking all that time at how to optimize "Enemies track player" group... and just noticed that it's wrong group... the one which brings problems is "Enemies attack player".

    And I even pointed that with a red dot on the screenshot haha... time to go sleep.

    BTW: The "Enemies track player" uses 0.1% so checking boolean values is indeed as fast as expected

  • I tried that earlier, I thought maybe engine is looping enemy for every condition or something... but no - same result.

  • Ah that is true. Thanks However this doesn't solve the performence problem. Engine is not even passing the condition, so it looks like family SOL/loop is slow.

  • Hi Guys,

    I'm doing a simple shooter and I already see some prformance issues... Could you take a look on this one please.

    This screen has been taken while all enemies were dead so the "isDead" boolean is true. I also checked with the "qq" variable if it searches for the path for dead enemies - and it's not. So the only one thing here the engine is doing is just loop through enemies (100 objects) and check the isDead boolean.

    As far as I know there is nothing (or almost nothing) faster than checking a boolean value. And it takes 3 to 4 % of my i7 CPU O.o.

    Can this be optimised somehow?

  • Ah... that's the point I was missing. Thanks newt!

  • Yesss!!! They also have problems!!

  • Is there any reason why Timer is a behaviour rather than plugin?

    It is not "related" in any way to the object that has this behaviour on. I've created an invisible global sprite just to keep this behaviour so I could use it in the project for various needs.

    Am I missing something?

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  • Here you go https://drive.google.com/file/d/0BwT_0l ... sp=sharing

    I fixed it according to your project, but imo it needs some refactoring. First of all you are using arrays but not arrays functionality, you just use them as holders for instance variables... so you could move those instance variables to guns family and use UIDs which are faster then "codes".

    Anyway I've made it here based on "codes".

    You also could do it differently in the way you have it but I'm not sure if you realize that you set gun_data "active" property, but you never read it... so engine had no idea which gun data you want to use. You could loop the family and check for "active" property... but picking by UID is surely better idea, and much faster.

    Anyway it works, hope you understand the changes, so you could implement it in the rest of the project.

    Good Luck

  • You cannot change UID, that's the point. You can also pick instances by "instanceName" as I described here:

  • I've made a quick example.

    1. currentlySelectedWeapon holds the UID of the weapon object

    2. weapons family contains all weapons

    3. once you pick family member by UID all actions made on family objects affecting that particular object with UID you provided so you can add/remove ammo etc.

    Note that instance variables must be family instance variables.

  • If you pick from weapons family by UID you grab te particular weapon, and you are able to manipulate instance variables for this particular weapon.