tomhaiger's Forum Posts

  • Thanks for the link, I'll have a look and try out some of them.

    I still haven't found a way to keep my performance boost without having the FPS counter, as i've no idea whats causing the boost. Would xmnboy or someone else from Intel help provide some information on this matter?

  • Have no idea why i'm getting a boost then. Do you get 60fps without --show-fps-counter?

    Is there a way to enable/disable gpu raster? Would this have an affect on performance? I'm just wondering whether this is only turned on if the fps counter is enabled, as i don't know how to tell if the gpu raster is on or off without the fps counter.

  • My thoughts exactly, i was shocked to see that i was getting 60fps with the counter on, wasn't expecting it at all.

    I've tried --show-fps-counter without anything else, no gpu blacklist or anything (apart from show fps counter, the only other thing i have in my 'intelxdk.config.additions.xml' is <preference name="debuggable" value="false" />).

    I still get 60fps, so it definately has something to do with the Intel FPS counter. I should also mention that the along with the fps counter, it also shows the gpu raster is on.

    It's really odd, i can't be the only one who is getting these results. Maybe someone from Intel would have better insight into this as i have no idea whats causing the boost.

    For me now, the problem i face is how to get this performance boost without the FPS counter showing, as you don't want to release a game with the fps counter showing in the corner lol.

    Colludium I've tried with sprite fonts but still get around 45fps, not much difference from text object.

  • Yes I did add --ignore-gpu-blacklist in both cases, with and without the FPS counter. Framerate was at 60fps with the fps counter and 30-45 fps without fps counter.

    What I haven't tried is show-fps-counter without ignore-gpu-blacklist. I'll try that and see what results I get.

  • Yes i did also add --ignore-gpu-blacklist, sorry forgot to mention that. I added the whole code from the following link into my intelxdk.config.additions.xml file, i didn't remove anything.

    https: / / software.intel. com/en-us/forums/intel-xdk/topic/607958#comment-1861424 (remove spaces)

    Since i added the code, i've experienced the FPS boost.

    Colludium I will try that and get back with results. Thing is i can tell that the performance improves with the Intel FPS counter as it runs very smooth, as it should with 60fps. With a text FPS counter that i used before, there was noticable lag at 30-45fps. So i can tell without comparing side by side that the performance increases.

  • I've been trying out the new Intel XDK update with CW16 and noticed an odd result where my game framerate improves when i enable the Intel FPS counter. I assumed that this would slow my game down but has had the opposite effect, to an extent where its running at 60 fps on old devices (whereas before it would be between 30-45fps).

    I've tried creating my own FPS counter with Construct 2 and it didn't give a performance boost, so it's got something to do with Intel's FPS counter.

    Does anyone know why the Intel FPS counter is giving such a boost? Has anyone else experienced this?

  • Iolva No unfortunately, i haven't solved it. Could you tell me how you did it please?

  • I'm having issue with implementing Google Play serivces to my game for leaderboards, my app is not connecting to Google play services properly so the leaderboards aren't working.

    I'm using Cranberry Cordova Game Plugin, i've set up everything in the events and in Intel XDK (installing the plugin & change the code) and I've uploaded it to beta in Google Play. When testing it, the app only seems to connect to play services when it feels like it, it'll connect a couple of times each time when starting the app and after that it won't connect again.

    I've also got a leaderboard button and have it so that it logins in the player if they aren't logged in and if they are logged in, it opens the leaderboard. This button works if i'm logged in, it opens the leaderboard with no issue. However this button doesn't work completely to login the user if i choose not to login at the beginning.

    Here's how I've done my events -

    SPLASH SCREEN LAYOUT (before main menu layout)

    End of layout - Cordova Game Login

    MAIN MENU LAYOUT

    On Touched Button - Cordova Game Login

    - Cordova Game is Logged in - Show Leaderboard

    I hope i've made this clear, apologies if it's not. I'd appriciate help on this as its becoming really frustrating trying to get this to work.

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  • Kribzy

    Thanks, that seems to have helped me out. Even though i did Restore purchases action, i didn't do an event for On Restore Purchases success. Now that i've done that, it seems to have worked

    Thanks again

  • I'm trying to find a way for user to restore purchases they previously made before uninstalling app when they have reinstalled the app.

    I've got the IAP working but need help with restoring purchases if user uninstalls and then reinstalls app.

    I've seen some topics on here regarding this but most of them are with CocoonJS, i'm using Cranberry's IAP plugin and Intel XDK.

    This is what i've tried but hasn't worked. I initially did - On request store listing suceeded - Restore purchases but that didn't work so i tried the method shown in the picture.

    I would appricate help on this as i'm struggling to get it to work.

    Thanks

  • I've been doing some minor tweaks with this to try and get the app working right with alot of trial and error and I've kind of made some progress with the app, still need help though.

    It sort of works but i've still got an issue where the sound will play multiple times when you move the phone once.

    Also, the other issue i have is that the sound only plays after i finish moving my phone whereas it should be that the sound plays during moving the phone, i don't know how to do this so i'm hoping some can help?

  • zenox98

    The problem i'm having is that while i've got the app to work in theory, whenever i move my phone to play the sound, the sound plays several times all at once. When i use the 'Trigger Once' event, then no sound plays.

    Also, i want the sound to play only when i move my phone forwards as shown in the video i posted, but in my case the sound also plays if i move my phone backwards (hope that makes sense). I don't know how to make it so it only plays when i move my phone forwards and not back.

    Here's the event i'm using to make the app -

  • LittleStain

    Apologies, these apps are well known so i assumed i didn't need to explain it. It's just a app the plays a sound (normally a whipping sound) once the user does the whip motion with their hands while holding the phone. The whipping motion is basically when you simulate cracking a whip, the motion of moving your hands fowards then back quickly.

    Here's a video that will show what the app is about -

    Subscribe to Construct videos now

    Hope that helps <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

  • I wanted to create a simple whip app but am struggling to get the whipping motion with the accelerometer. It's a little confusing so i was hoping someone could help out?

    Thanks

  • I found this game on Google Playstore and really enjoyed it. It's a great time killer

    Didn't realise the game was made with Construct 2 until i seen the credits page, so thought i would do a little search and see if i found anything here about it so i could comment on it seeing as i'm making a infinity runner game too.

    Good Job!