Aphrodite's Recent Forum Activity

  • Also remember that sometimes, optimising something is not necessary, you have to see what is really taking down your game so you can optimise that in particular, this is why you should care more about organisation at first rather than optimisation, a disorganised code is too hard to optimise correctly, and also too hard to expand it, keep things organised, and everything will be easier, not only to optimise, but also to go further into developing your game.

  • Ashley : I think the actual problem is that the variation of framerate over time is more painful that a small amount of fps (it breaks consistency of how the controls should feel)

    I think it is still a big problem (not only for that particular reason, but mostly), as for a solution, I do not know if it is possible to take in account the time to refresh the screen rather than basing ourselves on the vertical sync (this would be off by default of course, only to be enabled in cases the device just cannot be playable the normal way anyway)

    Once again I don't know everything related to how browsers and C2 works so I cannot tell if I am looking in the right direction or not.

  • What is the (performance) difference between:

    everytick -> do something

    - and -

    if global variable = 1 -> do something

    Would both of them use "everytick" speed?

    All of the event sheet (except triggers) conditions are checked every tick, you should not worry about every tick, just make sure you don't do useless actions or conditions (if you want something to happen, does it have to happen every tick, or only on particular cases? When you are checking for a condition, is it really nessecary, or can you filter down even more if that is intensive), there is no magic, no wizardry, just see what you event sheet does, and when it does it, if there are redundancy or things that should not be done in some particular cases, because it serves no purpose to do it, then don t let the system do it.

  • The trigger will only be true at the moment the animation finished, not after that.

    One thing you can do in your case, is having an instance boolean that you are switching to true when the animation is ending. Then use this boolean.

  • Is your "fullscreen on browser" set to off? (the project propriety), if so, you can get rid of that border by using the set canvas size action, to WindowWidth and WindowHeight just after leaving the fullscreen mode (or you can just set the propriety to letterbox scale)

  • I think opacity does not affect buttons and listboxes (they aren't really in the game, but placed on top of it, and have less priorities attributed), nt 100% sure though

  • I also find it frustrating (if you are planning to sell it to mobile publisher, it can be even worse sometimes.)

    However, if it is a lack of knowlegde, you can ask, nobody knows everything, it is why lots and lots of people says "you cannot make a game all by yourself".

    On desktop, C2 mostly handle all kinds of 2D pretty well, with some adjustements in some cases, as for art... I cann8t draw anything pretty so I understand your frustration ^^"'

  • SgtConti : at the end, C2 is the core on one side (plugins and behaviors), and the logic on the other side, which IMO is the best for non programmers. Heck I am pretty sure programing a game tradittionnally will also lead to that at the end, since it is well organised.

    Also, about non primitive arrays, I ve always though array in programming where one dimensionnal, could be wrong though

  • I wonder who are those "profesionnal" that say this, performances are an issue only on mobile, and even then, it is mostly with old devices (people are targetting those because they are still in use, or because publishers wants them), at the end it is.

    the other issue is the wrappers, but with crosswalks getting better and better, and Ejecta starting, this issue will be took down in the long term (again, not talking of old devices).

    With careful design, I didn't had performances issues, mostly audio issue on phones and tablet, but apart from that, not that much issues.

    Performance wise, it is the best HTML5 engine I've seen, some says HTML5 is an issue, but why did they bought it in the first place then, is beyond me anyway, and sometimes updates improves performances, the hard part is not breaking anything by doing that.

    As for the features, people are asking for them, some says "it should improve performance instead of pleasing everyone!", but performances are fine, and by implementing those features prevents people doing it wrong by themselves and complaining about performances after that anyway.

    Just try it, and see if it works for you.

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  • And also, multiple event sheets is a really great way to organize yourself, It is clearly a very good thing to have multiple event sheets

  • Construct2 games pauses when going unfocused

  • Update - we've ruled out of sort of leak, it is confirmed to add memory every time a new texture is loaded. Once everything is loaded, the memory does not increase.

    if you set a text object on start of layout to the value: renderer (without quotes), what does it says? canvas2d or WebGL?

    If it says WebGL, I think it might be a bug

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Aphrodite

Member since 20 Dec, 2011

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