LittleStain's Recent Forum Activity

  • Try using less objects. like only one and make the back of the card frame 0 and the frame 1 for value 1 etcetera.

    make the random global variable and set the animationframe of the card to the variable.

    I'm not sure if this helps you, but you could just say set card to position a, set animationframe to globalvariable.

  • you could compare windowwidth and windowheight. if windowwidth < windowheight set timescale to 0 and display rotate message. This is only usefull if you're using scale and fullscreen-mode i think.

  • This is one way to do it:

    improved *.capx

  • Instead of using a local variable on the sprite, you could just use a global variable and problem solved..

  • You could just use a system compare two values event for that.

    You don't have to store anything in a variable.

    system compare values : distance(SpriteA.imagepointx(1),SpriteA.imagepointy(1),SpriteB.imagepointx(1),SpriteB.imagepointy(1)) - is less or equal to - 10

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  • Couldn't you compare the distance of the imagepoints of spriteA to the imagepoints of spriteB and then snap to the closest?

  • While making my game I was expecting there to be differences in performance especially mobile vs. desktop.

    I was amazed however, about some things I discovered.

    After exporting my game to HTML5 and putting it on dropbox this happened:

    On my desktop it runs smoothly 60fps as expected. (Browser: Chrome)

    On my brother's iPhone also 60fps is reached, perfect! (Browser: Safari?) (unfortunately the sound only worked the first time he played, but well)

    The trouble starts here:

    On my parent's desktop the game plays at 20fps, while sometimes freezing and only reaching 5fps. (Browser: Chrome)

    The same happens on my brother's desktop. (Browser probably IE)

    On my Samsung galaxy tab:

    • using the standard browser not only does the framerate drop to 4, also the sprites react differently to collision.
    • using chrome the framerate drops to 4 climbs to 20 and hovers inbetween the two all the time.
    • using firefox the framerate is steady between 25 and 28fps.

    I've asked my brother to get the newest videocard drivers for his desktop to see if things run smoother and am waiting for his answer.

    I've been working to optimize my game for mobile, but because these test-results lie so far apart, I've no idea how to check if my further optimizations have any effect.

    I was amazed to see the game running smoothly on the iPhone and it running so terribly on my parent's desktop.

    It would be of very great help to me if people could try this first layout on as many devices as possible and give me the fps value.

    I'm at a loss..

    Here's the link

    Any further recommendations on how to up the performance are ofcourse appreciated. I've read all topics, manual entries and tutorials I could find on the subject, but I might have missed some of the best tips..

  • You could make a variable and set the value to system.time+5 (for 5 seconds) everytime z is pressed. check if the system.time is equal or more than the variable and if so set the variable attackcombo back to 1. Set the other variable to 0 and only check it against system.time if it's not 0.

  • yes, there is a system condition Is on mobile device.

  • It's more important to choose if you want 16:9 or 4:3..

    C2 has multiple scaling options.

    Read This

  • If you want to use a different input method for mouse and touch i suggest making a mouse group of events and a touch group of events. If on touchscreen disable mouse-group and if mouse is available disable touch-group.

  • You could just use the touch object if you're only going to use left mouse-button input.

    Touch object is set on use mouse input in the start.

    On touch is the same as on mouse left button down in that case.

    You cant use mouse-pointer in touch.

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LittleStain

Member since 26 Apr, 2011

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