vitorfgd's Forum Posts

  • IntelRobert , any news about Google Play services?

  • Tekniko

    Well I'm not happy with the amount of problems that I spent using Coconjs, but if you think so, the crosswalk is also full of problems and still has no some essential features.

    The crosswalk may be more promising in long term, but right now, I still do not migrate until actually offer similar performance and all the resources I have in Cocoonjs. Or at least be compatible with google play services.

    (As for performance, already read some topics that they are similar, but I still face difficulties in optimizing my games on it)

    I'm not necessarily defending or criticizing either of them, just let my opnion as a user interested in good results for my projects.

  • We all hope for news, if this update actually happen; performance in cocoonjs tends to improve even more!

    Thank ArcadEd for this initiative!

  • ArcadEd, Actually I was hoping they could have answered it on Friday.

    Seizing the moment that ludei is trying to solve these problems, I would like to point out that since release, "R168" of the construct, the Tiled Background no longer works as it should.

    It creates seams or gaps in texture.

    how-do-i-avoid-tile-seams-with-cocoonjs-export_t106037?start=10

    http://support.ludei.com/hc/communities ... 2-anymore-

    Can anyone confirm this problem too? I myself went through this already.

  • ArcadEd, the Ludei gave any answers?

  • I'm happy with the news ^^

    But ludei, referring to the post splash screen you gave two possible solutions. The main, which involves disabling the screencanvas and the other that I did not really understand how it should be done. What is the idea behind this other solution?

  • Yes, I understood that the problem had been solved. I was just curious to know where he stood, it was in the construct plugin, or in the Ludei cloud compiler ?

    And thanks for the response everyone, I use cocoonjs a good time and I'm satisfied with most results.

    I've seen more activity of ludei here in the forum, which is very nice of them.

    And facebook really is going to be supported?

  • The problem of GameCenter, was in the plugin that has not been updated yet or was on cloud compiler? I can not tell if it has been left clear, but Ludei is really slow to update their plugin, so if the problem was there, it will take quite to have any news XD

  • Ashley, any news?

  • Yes yes, I understand that, actually, I just wanted some more specific explanation of the implications of the use of objects or layers kept as invisible in performance.

    I know necessarily the number of layers or layouts not interfere with anything, but if I have many objects by layer or objects which occupy the whole screen and are kept as invisible, this leaves me with doubts in what may entail.

    My doubt sounds dumb, but I'm just trying to lock it down, I have used to construct enough time guiding me with what I learned most of these tutorials, so I'm just clarifying this part.

    So, this will not change anything in the performance? Unless, of course, I have some event running on top of one of these objects, or a behavior.

    Ashley, Thank you for always showing interested in helping ^^

  • How the layers may interfere with performance?

    I do not see the layers as a big problem if I keep the actions related to the objects it holds, disabled while it is invisible.

    But still, I would like to understand what layers might interfere with the performance?

    And concerning:

    "enable / desable (physics, behaviors, collisions necessaire Only When It Is)"

    I did not understand the storytelling of this sentence. Should I avoid getting turning on and off?

  • So basically, if I do several layers and leaving only one visible, the other will not interfere with the performance of the game? I suppose that applies to a sprite, is valid for one entire layer.

    I had already read most of the links you passed, as said above (except the first, which I will read now). But I now want to ask everything possible so no doubt remain. XD

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  • Well, making it invisible or leaving it out of the layout I have the same performance? From what I read, even if not visible, the pixels are still processed and rendered.

    And compared to these two cases, if I put the object in the layout, destroy it at the beginning and then do spawn the time it is needed, it would be less efficient or there would be no difference of the above cases?

    I do not have an example because all I'm doing is studying about performance gains and good conduct when developing a game. Already read all the tutorials I found here about it, but now is the time to ask questions and try to do certain things in practice.

  • Direct to the point:

    In terms of performance, what would be better, keep an object with opacity 0 and then makes it visible, or keep it out of the layout with a small size while not in use, and during the action moves it to the position correct and make the redimension?

  • I expected a slightly more positive response, but well, I can understand the situation because of any headache that cocoonjs already offered you Ashley XD.

    What surprised me was the amount of great games published through it, I came to see a Disney there.

    I had the opportunity to test the platform some time ago, and complaints about performance I have none, it handles very well with that part.

    Well, be that at least you could look at this a little deeper into Ashley? Shall not be the first time that someone already asked about cocoos, but it would be cool to do that and give a verdict whether or not it's worth.

    Do not misunderstand me, you gave a very complete answer, but some of them seem just guesses XD