locohost's Recent Forum Activity

  • >

    > > Pinning should do the trick..

    > > Could it be you are pinning every tick instead of once?

    > >

    > > Without seeing your events/capx the question is hard to answer..

    > >

    >

    > Even dragging just 1 sprite around on the screen (nothing pinned) lags behind the mouse cursor. Even in the NW.js export. A little better in the export, but still noticeable. I have a modern laptop (i7 4810, 16GB RAM) too so I think it's just an inherent performance issue with JavaScript games. I don't think there is a solution other than using another tool and building a native app.

    >

    > I'm doing what I can to minimize the visual performance things. I think it will be Ok.

    >

    > Question: Is there any way to completely turn off Physics in the whole game? I don't need any.

    >

    If you haven't added the physics behaviour, it isn't present..

    I have not so I guess I'm Ok there.

    [quote:1bh7eyw9]

    I've never really noticed a lag while dragging anything other than DOM elements..

    Could it be something else is interfering with the behaviour?

    Does the number of events or type of events affect this? I have no "every tick" events. I do use a lot (well several, like 10ish) of event sheets, 1 sheet for each main game object to keep related code together. Would this have an effect on performance?

    One last possibility: I'm working on a Win 10 VM. Maybe the VM is causing the lag?

  • Pinning should do the trick..

    Could it be you are pinning every tick instead of once?

    Without seeing your events/capx the question is hard to answer..

    Even dragging just 1 sprite around on the screen (nothing pinned) lags behind the mouse cursor. Even in the NW.js export. A little better in the export, but still noticeable. I have a modern laptop (i7 4810, 16GB RAM) too so I think it's just an inherent performance issue with JavaScript games. I don't think there is a solution other than using another tool and building a native app.

    I'm doing what I can to minimize the visual performance things. I think it will be Ok.

    Question: Is there any way to completely turn off Physics in the whole game? I don't need any.

  • Pin does the trick, but other objects lag behind like a trail of ducklings. Nothing can be done to fix.

  • There is a "max speed = 400" set out of the box on this behavior. I just saw this the other day. That was the problem :-/

  • Say I have a Family Fruit with 3 similar fruit objects Apple, Orange, Pear. I use System.CreateObject(Apple) to create an Apple instance, will Fruit immediately pick that Apple instance so I can use subsequent code like Fruit.X = 100, Fruit.Y = 100, etc... ?

    Right now I'm storing the UID right after the CreateObject and then doing Fruit.PickByUID after a set of conditionals. I'm hoping to clean up this code some if the subsequent Pick is unnecessary.

    Thanks for your advice

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  • I'm using rexrainbow moveTo behavior to move sprite to a point across the screen. I tried adjusting "current speed" and "acceleration" and I just can't get it to move fast. What are the behavior settings I need to move at maximum speed?

  • Voulk Thank you! But the image link isn't working. I can't see the code.

    Nevermind, the image loaded. I'll try that. Thanks!

  • I'm finding articles and posts that seem to be saying I can set the maximum number of players that can be in one room and the signalling server will auto-reject them with a message. Some how I'm supposed to set "RoomSize" or "MaxPeers", yet I see nothing in the Multiplayer object allowing these settings.

    What am I missing?

    Thanks for your help

  • Thanks lennaert

    Yeah I do understand the difference in the modes. The problem I'm seeing is C2 provides no simple way for the host to re-broadcast messages to the peers at same speed. I'm using both speeds. Unreliable for sprite positional messages because it's fine if some get dropped here and there. But I'm using Reliable for sharing state information and instance var values. I've hacked around the issue by looking at the Multiplayer.Tag value and then determining what mode to use for re-broadcasting. Not awesome coding :-/

  • I'm setting up some multiplayer code and I think I'm doing Ok, but I'm hung up on one bit...

    For example: I'm sending all sprite X/Y change messages as mode "Unreliable", but I'm sending updates to sprite instance variables as mode "Reliable". How can the host re-broadcast at same mode/speed?

  • What does this mean?

    Peers should use their client input values as their sole way of influencing the game.

  • Oh Ok, there is the "pin" behavior. I'll try this. Hopefully the sprites will stay together smoothly with this.

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locohost

Member since 19 Sep, 2014

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