TiAm's Recent Forum Activity

  • Unfortunately, the initial fix to Canary (lock to system v-sync on windows) has been reverted.

    Performance currently seems inconsistent...when I first tested a couple projects today, it was halting and jerking worse than ever...almost as bad as firefox. Now, after running a couple more times, performance seems pretty good. I suppose, being alpha, that's to be expected.

    UberLou

    The way I look at it is this: many of the movers and shakers in tech are moving toward 'run anywhere' applications, cloud apps are becoming more and more common, and the web is getting visually richer all the time. The issues we're dealing with may have been peripheral in the past, but not anymore.

    Browser makers are becoming very focused on performance, and as such, I think issues like these will continue to take on increasing priority. In respect to 'jerky' movement, IE is currently kicking Chrome and FF in their metaphorical arse. That won't last.

    tl;dr: Project Silk was not a response to a few C2 devs complaining that their 'Flappy Jack' epic was not up to speed.

    Even talented teams working with high-budget engines have to deal with glitches and bugs...seen the recent coverage on Assassin's Creed?

  • Hmmm...I would think the persist behavior would have a 'clear data' action, but it doesn't. 'Reset All'...that would be an interesting addition. Two work arounds:

    Lame idea: Browser -- Reset Page. Not the most elegant solution, but...

    Good Idea: Save states: Just save the initial state of your game when it starts, and restore it after game over. That should reset everything. Course, it might lag a little if your game has lots of objects and data.

  • Well, in this case your 'trigger' is the 'else' condition, which won't run until FLogo.Y < 175.

    Just move "Timer < 100" to being a sub-event for the else condition, instead of a sub-event for 'trigger once'. You need that event to run 100 times to fade in. If it's a sub-event under 'trigger once' then...it'll only run once.

  • Timer needs to be a static variable. Also, timer logic shouldn't be a sub-event under "trigger once".

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  • I never much liked the old 2D GTA's, but GTA: Chinatown Wars was great. Of course, isometric games are more diffcult in C2...

  • Sometimes the best thing to do is run some tests when your game is first booting up to determine the power of the device. Try some demanding event based code (just some arbitrary calculations that ramp up until fps goes below a certain amount) to figure aprox cpu performance, and try spawning in a bunch of overlapping objects that rotate (be sure to have collisions off for them) to get an idea of gpu performance.

    You can always do this underneath a prescroll or title screen so the end-user doesn't think something odd is happening.

    You can also monitor fps during game time, and try to make some adjustments there...so, if under 60fps for x ticks: destroy some of these objects, do these calculations less often, stop spawning these particles, etc.

  • Take it from someone who has ended up with too many globals before: the best way to do this if you have over, say, 25 levels, is to use a global dictionary object ("LevelProgress"). Then, just add keys ("Lvl1,Lvl2") and check for their state when needed.

    This way, it's easy to manage non-linear progress too (like an Angry Birds game, where you might have beat level 7, but not necessarily beat level 5 or 6).

  • Is v1.0 still dropping today?

  • Look very nice; thanks for sharing eli0s

  • Node-webkit supports Win and Mac, but linux support is broken for newer distro's (this is nodewebkit, not C2). There are workarounds though:

    https://github.com/rogerwang/node-webki ... budev.so.0

  • Good luck, and welcome to the C2 community

  • Just picked up a license. Looking forward to using this on my next project!

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TiAm

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