Aphrodite's Recent Forum Activity

  • I tested it, and I saw a fullscreen ads at launch of the game each time, however the game itself seems... to have no end, or maybe I did not went far enough, but without feedback on how far we are nor the number of correct awnser, it seems that way.

  • nimos100 not sure but AFAIK the debbuger can add an overhead, to be really fair you also have to make them behave the exact same way too to really evaluate a waste between the two (is overllapping does not have to verify if it was already colliding with the same exact instance in the past, while on collision does, also not sure what happens if you have 2 collisions at the same time that occurs between 1 sprite2 and 2 sprite in the same tick between on collision and is overllaping).

    but that is interesting.

  • asteroid overllaping wth asteroid is the culprit, it will cause asteroid.count^2 collision checks per tick If I am correct.

    overllaping and on collisions are actually similar, sometimes you can gain a little with overllaping as it is not checked as much in case of movement or creation.

    also disabling collisions between the player and a far away asteroid could be in some cases a complete de-optimisation as if they are not in the same collision cell, no check is done, so make measurement first.

  • the 1 or 2 percent may not be that huge of a deal (perhaps even imprecision leading to that), but the cluster main group is what takes a big hit it seems, I wonder what this group is doing.

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  • there is also something very simple:people do not like feeling like a cow that people milk for money.

    Some people already feel (wrongfully so) that since they pay their internet connection they should have everything on it for free, others of course do not feel that way and know that paying for a product helps the ones that did it, but when they see ads on top of the game they paid for, it is just "We know you paid for it, but we might as well make more money so sorry but enjoy the ads", not sure about other countries but pretty sure that this kind of app would be considered either as a lack of respect/big middlefinger, or as unprofessionnal ("did they just forgot to remove ads before making it paid? are they incompetent or just stupid?", sure, it is rude to think like that but thta would be my first reaction).

    it is regarded as a bad practice (ads themselves on a free app are often regarded as such too), so be sure to understand that first.

  • that is what mobile browsers are for, and since construct 2 is an engine based on web technologies, it would be really misleading to have a native app to just explore the forum, as a forum is a web content entirely.

  • starred the issue, and I did saw this in the past and my conclusion was the same: it seems drawing X number of pixels is a limitation that has to be taken in account with chrome (an dnode webkit and others) until they correct that, not sure it is directly tied with the actual hardware power itself in a simple way. it could be nice if you could try to draw a certain amount of pixels sqiddster (like you just increase the number of small textured large sprites (size of a screen) then just reduce the size of the last created one when the framerate takes a hit to have an estimation of the maximum pixel number that can be drawn), and retry the same with a tiled background instead to see if that changes anything (as sprites are scaled while tiledbackground are not), that may justify it.

    (I have no access to a decent computer to do that unfortunettelly)

  • I could be wrong on that, but normally the bar refreshes only when an assets has been completely downloaded (they only report "not downloaded" or "downloaded" and not a percentage), so if one asset is larger (or maybe if you preload all sounds on startup, not sure but that may be it?), it may look like it is hanging while it actually downloads it normally.

  • left and top edges are positioning relative to the screen, right and bottom edges are scaling relative to the screen.

    https://www.scirra.com/manual/88/anchor

    and If I read correctly (could only explore the capx with a zip and text editor), you are setting right and bottom edges on some of them.

    setting left edge to left will position it relative to the left border of the screen (the left border and left edge will be at the same distance)

    setting left edge to right will position it relative to the right border of the screen

    setting right edge to right will make it stretch to have its right edge at the same relative position to the right border of the screen without touching the left edge

    same logic for top and bottom

    that is why on your screenshot some are placed as intented at the top, continue only using the left and top edge on the bottoms one to have the same result.

  • if you need to extend C2,you can write plugins, however there is no direct scripting in C2 for one reason: it is not needed due to the possibilities of the event system, as it was said before, it is not a lack, but a feature.

  • not a big shmup fan, but my favorite game was actually for a long time R-type (the master system version), it was not insanely hard, but nice noneless, and the bosses were quite nice (even though I never beat the one of the master system exclusive hidden bonus level).

    life force Salamander on NES was harder and 2 players could play at the same time, which I liked, fantasy zone (master system) was funny too and the shop system was nice.

    for the worst one, I would say the awful conversion of Xenon 2 for the master system, a "slow them up" when you can end up in dead ends, and have to scroll back sloowwwwly, and with a single music that loops continiously, and uninspired bosses.

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Aphrodite

Member since 20 Dec, 2011

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