SplashHunt's Recent Forum Activity

  • I'm aware of those tips Ashley.

    Weird that I can't find the debug icon or option. My construct license is the early adopter.

    I am aiming to mobile webapp, so this is important. I have around 100 objects (sprites, sprite-font,etc). This was enough to slowdown my iphone 4 safari's performance.

    I imagine that the process that handles the graphical drawing can't calculate whether or not some object is or isn't visible if laying behind other objects (Z-Order). In that case everything must be drawn.

    I did a bit tedious job to add besides moving top/bottom of layers, to enable/disable visibility.

    And once again I can press a button on iPhone and feel no delays, much more responsive! So, whenever you can, you should set invisible what you don't want to see. Don't know if the out of screen position trick works. The next optimization here should be to also disable all collisions of those invisible objects.

  • Bump! And I realized that I am on the wrong section, this should be in "General Discussion"...

  • It's not slow... yet.

    Maybe this, making things invisible, would solve my problem...

    I don't know the debug window you talk about.

  • Hello,

    I am building a webapp using Construct 2. I am afraid that the way I'm creating all the app is not performance-friendly.

    Instead of using multiple layouts, I am just using one single layout.

    Pressing buttons to change between pages from the app is just switching Z-Order of sprites,texts and other stuff...

    About performance, if I am keeping all my sprites inside the user view but only some are actually seen (like tileset size of screen on top of others sprites) are only those seen being draw to the screen, or even those on the Z-order bottom are being processed?? If so (i think that it is the case), what's is the best way to avoid this ? Multiple layouts ? Moving sprites off-screen?

    Thanks!

  • Imagine a simple web-app, all I wanted to do is like having an update button, that when pressed it would request a text from some URL and then show it to the user.

    I guess I can do this with AJAX object, but I am not quite sure. And besides that I don't have knowledge about AJAX.

  • SplashHunt, I wouldn't exactly call that one moving sprite. You are spawning a new sprite every 0.01 seconds to create a trail.

    Yeah,but to be sure I skipped to level 6 and let it run only with the enemy sprite there.

    But this may also be the lag reason(every tick actions).. I will do some tests without it.

  • Good idea, I'll do some performance tests at some point. I doubt they'll show up a CocoonJS vs. directCanvas performance difference, but they should still give a good rough idea of sprite counts you can get away with and mobile vs. desktop performance.

    Okay,here it is.

    dl.dropbox.com/u/19121172/TouchGame.capx

    And for Ludei, I dont own a mac. So I will be waiting for the appstore version.

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  • which video?

  • He wants to get user input and manipulate this input(I else don't know if its possible.)

    Like a textbox,insert number of lives you want. Them make this number the value of a variable for example.

  • Here's my test.

    Displaying a simple background image,60 fps (vs. 30 fps Old HTML5 Web Export)

    But whenever there is a single sprite moving around it goes down to 10~15fps.

    Idk exactly what is this directCanvas,but it's not native.

    Yet,wait for a year and I bet HTML5 Games will be playing like native over mobile devices.

  • Using his thread.

    I exported my game to AppMobi (DirectCanvas).

    Here the results compared to the old export,

    When just displaying pictures , boots from 30fps to 60fps (nice).

    But when there is an object moving around it goes down to 10~15fps.

    I Tried this on my iPhone 4 iOS 5.0.1

    Those tests were made using the webapp version (not an apple build). But I think performance would be the same. So this isn't the device full speed,but the AppMobi's directCanvas technology.

    It's getting better but still a long road to reach there.

  • Hey your game is nice.

    I was inspired on your sprites.

    Can you tell me how did you make the ball jump after being holding the edge?

    I dont know how to simulate that...

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SplashHunt

Member since 1 Jan, 2012

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