Chadori's Recent Forum Activity

  • I don't see anything in them that would make me think it is a bad idea to create a layout dedicated to stocking objects.

    Stocking objects is not bad when you are still editing and it is the first instance per object that you are putting there and this should only be temporary because this is only used to make construct 2 familiar with the size, opacity and other properties of your object / sprite and later on you will have to move it to the layout that is going to need it afterwards. And this is only applicable for games with many layouts. And every optimization freaks out there that is concerned with code optimization knows that you shouldn't leave something in your program that is not going to be needed. So if you think about it, if you want to have a more optimized game then you should delete that object layout on export.

    "NOTE: When a game leaves the layout. It releases images from memory that is not going to be needed in the next layout to make space for the new images for the next layout. This is necessary for optimization of games. Think about it, if you don't flush it for the next layout and keeps adding more images. Sooner or later it's gonna overload and crash or have fps spike and etc."

    If you think I am wrong, please correct me. Btw, I did not made this statement based on my observation only, I made a lot of test on this before just to prove this and this is also based on my experience. I had a game before that became so slow because of misunderstanding how ram memory works and by not reading the manual. And I learned my mistakes the hard way.

    Rable

  • Could you quote the part of the articles which make you think it is?

    https://www.scirra.com/manual/134/performance-tips

    Ashley said:

    (Not placing all used objects in the layout)

    If objects are not placed in a layout but are created by events, Construct 2 will load the textures for those objects the moment you create them. This can cause a momentary pause or "jank" and make the game feel less responsive. This can be avoided by placing any used objects in the layout. They can be placed off-screen and destroyed on startup to avoid interfering with the gameplay. Then Construct 2 will preload all their textures when the layout starts, avoiding any "jank" as they are created and destroyed at runtime.

  • Alright, I hear you If I find a solution before than, I'll definitely let you know. Could you do the same for me? Also, have you ever heard of Ludei? Can't we use that instead of Intel XDK? Can you use admob with Ludei?

    Yes. I'll notify you too. I really don't know anything about ludei (cocoonjs) admob export but it really isn't as compatible to construct 2 as IntelXDK.

  • I see. So, is there a solution? What are you going to do? Personally, I can't find a solution for this problem any where...

    Well. One thing for sure, we can't download the previous intelXDK for intel doesn't support them no more. I think I will keep experimenting on a way to avoid the problems and If I fail, then atleast we can also wait for Ashley or others to find a solution.

  • Is that what he's saying? To download the old version of Intel XDK, and use the old cranberry ID (this one?: com.cranberrygame.phonegap.plugin.ad.admob) as well?

    Actually what you are using is the updated one. And it loads for a while(very long time) about(must be wrong 5 - 45 mins) and it will finish adding plugins, but that is not the real problem because on finished build and when you receive your apk, on install and run on phone, it will crash the game even before finishing the construct 2 logo and progressbar loading.

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  • Download the old version. I'm still using it and works fine with me.

    That will be my last option. Maybe there is a better solution.

  • > Try

    >

    > > If Space pressed
    >   Object is on Layer 2
    >     -> Move Object to Layer 4
    >   Else
    >     -> Move Object to Layer 2[/code:37yr5ttw]
    > 
    
    It says that Else is not valid.
    

    If else is not valid then just change it to this:

    If Space pressed
      Object is on Layer 2
        -> Move Object to Layer 4
      Object is on Layer 2(invert)
        -> Move Object to Layer 2[/code:37yr5ttw]
  • >

    > > how can I have enemies attacking each other and having them attacking the player when in range

    > >

    >

    > Try this:

    > https://www.scirra.com/tutorials/474/pa ... e-of-sight

    >

    thanks but I already have path finding and line of sight events it was working till I created other enemy's and then the enemy attacks only the other enmeys

    Maybe you forgot to add the condition:

    *(Pick nearest/furthest) to (enemy.x, enemy.y)

    *For Each

    If still not enough, tell me. I'll try making an example but I suggest you to provide a sample/similar event .capx file so it'll be direct to the point.

  • 'Disable collisions' only affects 'On collision' and 'Is overlapping' events. Arguably a touch is not a collision, because the touch is not an object that is colliding with it, it's something else (a form of input). So I'm not sure if this should be changed anyway?

    No, I think that would cause issues. My point is since Touch is also dependent on Collision Polygons, I think adding in the manual that touch is based on collision polygons but not applicable by events nor object collision would suffice. This is a simple misunderstanding but if somehow some people will make a big game and somehow missed this, then it would be a big problem.

  • I added Admob in my app and after that my game on startup (Loading Progressbar) Crashes and force closes. But there was a time once that I successfully opened it and it showed the ads but only happened once and if I do it statistically it would be like this (1 try / 200 tries). I tested removing one by one the changes that I made before admob was added and the problem leads to the plugin added to IntelXDK called "Plugin ID: com.cranberrygame.phonegap.plugin.ad.admob" using the Thirdparty Plugins --> Cordova Plugin Registry ---> PluginID . I believe this works last year but I think since the Intel XDK new version been added this 2016 and new interface was also introduced, the Admob plugin doesn't work anymore.

    cranberrygame

    Ashley

    Please help ...

  • Shock. What an amazing HD game. When is the expected release? I am very fascinated that Construct 2 can make this kind of game.

  • That's gotta suck. Did that happen after update or when you create another project?

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Chadori

Member since 10 Oct, 2014

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