Aphrodite's Recent Forum Activity

  • "But as I started by saying I don't know that much about the C2 engine, but it doesn't seem very hard to kill it you want."

    Clearly depends on too much things, I have a kind of bad computer (spelunky might be the only game I can think of I can play on it without too much lag, and sometimes there are), but never managed to get bad fps in C2 unless I do really bad design that wouldn't work in native anyway, other have better computer that cannot run properly a simple C2 game, it is just plain weird.

  • I second that, If it is possible and does not have too many problems, that would be great for complexe mathematical functions, and for any functions really, more easier to understand

  • "Good feedback so far, thanks guys, still doesn't explain why 56 events game, with maybe 10 objects on screen and %5 cpu usage is sluggish on mediocre PCs. But i will investigate more and rewrite it based on feedback and more research."

    I think this is because CPU isn't the only thing limiting the fps, the GPU can also limit the fps (Too much memory used by pictures, bad graphic driver can also slow this down I think, but not sure)

    Also you have many layers, maybe that also affects that.

  • VIKINGS : I think he was thinking about the System>Scroll to position Action, which does the same as the scrollTo behaviour

  • Same as Guizmus for the most part, I edited and added some comments, it is not the best I could have done (I don't even know if it will run better for you), but I just wanted to be able to explain which changes I've made and why:

    dl.dropboxusercontent.com/u/10035971/Nouveau%20dossier/flappynator%20commented.capx

    Also try to search for groups, functions, and includes, that could help you a lot I think (since everything is on the same layout, being able to deactivate a entire group of event is very useful, also, try to see where a trigger once is enough sometimes)

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  • The performances are good for me, but I'll look at your capx

    lwgames

  • "Scratches head...it outperforms chrome and node webkit, both using web gl..."

    As it was stated (I could be wrong), current version of chrome (and perhaps node webkit?) are simulating WebGL when it is software rendered in some cases (Not sure of the reason behind that).

    So you are not experiencing a fast Chrome with WebGL hardware rendering, but a chrome with software rendering simulating a webGL hardware rendering, which is far slower (and still reported as webGL though)

    It is clearly a chrome/node webkit problem if that is indeed the case

    IE currently uses canvas2D, which is hardware rendered, and so better than software rendering. The WebGL indication on this version of chrome for many users doesn't mean what it has in the past, and I think will be corrected with the next version

    Just What I understood, could be wrong

  • In the View settings tab, you can Snap to grid, show grid, and set the grid, hope that helps

  • I've tested it, my feedback:

    -The controls are not the same, in flappy bird, each "on touched" make the wings flap ony once, here, it is more like a jetpack joyride controls (keep the touch to fly), I think it is better

    -I like the graphics, but the fps were unstable, and I was on a samsung galaxy tab 3

    -The splash screen of ludei is not your fault, so I won't comment that

    -overall, I liked it but the framerate was a problem

    Not a flappy bird clone since it is less about reflexes

    Still the same concept though, but you did a fun little game, also I just spotted the upgrades, nice touch

  • I have figured out what causes it and how to mitigate the problem, at least in my case.

    I have a sprite which has 6 frames, each one a different solid colour. They happen to be 256x 256

    The first frame is blue, second green, third red etc.

    I place a sprite and resize it for my needs and set the frame to 0 (blue). When i preview its fine but on export i see the edges of the sprite go from blue to green. Changing the frame to green the edges fade to red and so on.

    The way i have found to stop this is basically to double the number of frames. So 2 x blue, 2 x green, 2 x red etc. Then by using frames 0,2,4 it stops the colour bleed.

    Hope this makes sense and is of some help.

    If you add one transparent pixel of border all around each frame, does the problem still occurs?

  • Aphrodite

    yes calling works, but to be usefull, on funtion "string" should take the string of the variable

    this way you can just rename the functions at one place

    not sure how a dictionnary would help... to keep track of my functions?

    Now that I think abut it, the dictionnary may be more confusing..

    Personnally I like to have all functions in one event sheet, maybe you could do like this:

    Global variable : FunctionName = "My function"

    On Function "My Function"

    Global variable : FunctionName = "My function2"

    On Function "My Function2"

    So you have the two things to edit in the same place

    Then you call functions only with the global variables

  • danialgoodwin

    i think it worked with rex function in the early days, i didn't need this because i wasn't using functions alot but now it would be helpfull

    AllanR

    its on function "name" , i want it to be a variable

    so i can rename my funtions more easy

    does that work for you?

    vtrix

    Never worked for me to set the function, however, I think you can call functions with a variable (not sure about that).

    Maybe a dictionnary can work for that?

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Aphrodite

Member since 20 Dec, 2011

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