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  • hyena - please don't assume anyone is a spammer if their link does not work - you just accused someone of spamming who isn't! We want the forums to be a welcoming place!

    If you see spam, don't reply to it, please notify a moderator via pm or report the post instead. Spammers aren't going to be bothered to read responses to their spam anyways.

  • If these were user defineable, I'm for it. I think a second floating window in the event wizard would work well, like the window for the expressions list, so the user could place it wherever they want.

  • C2 runs all events top to bottom. If you have multiple events with the 'object clicked' condition, those will both be run immediately one after another. So what happens is this:

    User clicks object

    C2 halts processing the rest of the event sheet and immediately runs mouse clicked trigger events

    Event 3 is run - buttonokclicked=0, C2 sets it to 1.

    Event 4 is run immediately after - buttonokclicked=1 (as it was set to 1 in the event preceeding it), so event 4's actions are run, setting buttonokclicked to 2.

    What you need to do is either of the two things suggested to you:

    On clicked object

    (Subevent) if buttonokclicked=1, set buttonokclicked to 2

    (Subevent) if buttonokclicked=0, set buttonokclicked to 1

    Or

    On clicked object

    (Subevent) if buttonokclicked=0, set buttonokclicked to 1

    (Subevent) else/if buttonokclicked=1, set buttonokclicked to 2

    Either of those should work.

  • Cocoonjs isn't as fast at executing code as safari is on iOS, so that might be the problem. Try disabling parts of your code and retesting to get an idea of what's causing the performance hit, then try to find ways to reduce the CPU use. If that doesn't work, try making objects or layers invisible to see if it's the rendering.

  • Awesome, good to hear!

  • Yeah, true. It would be a nice option to have, but at least there's some method available for users with old graphics cards.

  • While it uses a fullscreen borderless window, as long as the window manager is hardware accelerated (it is in win 7, 8 and vista when aero is turned on) there seems to be no performance difference between that and 'true' fullscreen mode. Another benefit is I hear fullscreen borderless windows are more stable than true fullscreen, as alt tabing in and out of true fullscreen mode can sometimes cause crashes.

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  • And the only problems with C2 projects I have is keeping the objectcount to around 100-200~ (which means coming up with creative ways to limit objects that aren't being seen, I think that's usually good count? but Arima probably knows more in this than I do) so that it will run well on most things. However to keep the object count low I did use a number of large textures (1000x1000) too which probably doesn't run great on old intel/integrated graphic systems (I think I use less than 100mb of memory in total, last I remember).

    From a rendering perspective, c2 can handle way more than 200 objects on desktop machines (unless each instance has it's own shader). Offscreen objects aren't rendered, so they don't impact rending performance at all.

    Code wise, there are plenty of things that can be done to improve performance if it's a problem, like as Katala mentioned, you can disable collisions on faraway objects, and you can also disable offscreen instances of enemies as well. You could even come up with a system for creating and destroying the level as you go through it.

    1024 textures aren't a problem for any remotely modern graphics card, even old integrated intel ones. If you're having lousy performance on an old card, it's probably because the card has been blacklisted and it's rendering via software. You can test it by disabling the driver blacklist in chrome. Technically, you can disable the driver blacklist in node webkit as well, but doing so can cause glitches as cards are blacklisted for a reason.

  • Same problem here.

  • Replace touch.touchindex with touch.touchid and touch.xat/touch.yat with touch.xforid/touch.yforid.

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