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  • 4 and 5

    Use CocoonJS. CJS has an audio wrapper support that C2 uses in it's export. And as for limitation through CJS, no WebGL.

  • yeah. 400 sprites on a desktop based computer does seem low. Do you have any specifications on your computer. Try turning WebGL off if you can. if your on an older laptop your computer might try to software render the effects which will kill performance.

  • I very much doubt bejeweled used collision. More than likely games like Bejeweled used col/row move to based animation. Then added delays when blocks fell. thus mimicking the appearance of collision based blocks.

    I've played block based puzzle games on no more than a mobile cpu that had a mhz speed of 60. There is no way even simple simulated physics were ever used.

    however, I agree that adding a falling block puzzle template would be a good idea.

  • As a suggestion providing other samples of games you have done go a long way to develop a team. how about a sample of your current project.

    On other game design forums. Game designers are a dime a dozen, execution is the key.

    Good luck :)

  • Decided to give it another go. Spent a number of hours on working to see if C2 could easily work in GC. Of course this was at the expense of my own game :D

    So I managed to figure an easy way to get a C2 game running in GC. Requires a few simple hacks, but there is a lot I don't understand to make it less hacky. Also promisingly ran to run in WebGL mode on the initial test, but failed. This was promising, but I didn't want to tinker with OGL yet. In Canvas2D it ran.

    As for mobile peformance. I have no idea. Much of GC is BASH command line. Requiring knowledge I'm not familiar with. Requiring a link to the Android SDK the through BASH which is there. So currently all Android GC kit isn't installed. But if anything comes up in the GC community answering how to. I will post an update on performance asap.

  • ok, it's not done, but I think it's on the right track now :)

    dl.dropbox.com/u/14087254/FallingBlocksPerformance.capx

    What you need to finish up is to work on the "on Destroyed"

    Wher you need to itterate through all the current blocks above the missing ones. Set new gotoY and falling = 1. and the same for the new blocks.

    But the first set works 100% and maintains performance :) so the collision check problem is solved. Mainly because I removed it.

  • Those are native games and get more available access to ram. Also games from large companies run very rigid memory management to get the most out of the ram.

    Where as C2 games are running with wrapper layer and a small browser later before it even reaches C2.

  • Ok, what happened. C2 uses a brute force collision check. The block falling check was doing 2500(50x50 blocks) collision checks per tick. And no block managed to reach anykind of rest state

    oh, I got an idea. Give each block a Row/Col and a gotoX/Y variables. Upon deletion of block itterate each col(by for each ordered, block.col, descending) where blocks where destroyed. Assign the above blocks new Row and set a gotoY, and set falling = 1.

    then block.falling = 1 and block.y < block.gotoY

    -set position block.y = whatever

    -if block.y > block.gotoy

    -- block.y = block.gotoy,

    -- block.falling = 0

    I'm off too bed, but if I can help work on it tomorrow if you like :)

  • Found your problem. I'm not sure how to fix it yet, but it's your falling block code. it's just killing performance by a massive amount.

    turning it off bumps fps back up to 62. However you obviously need it. I suggest figuring out a versio of block falling rest state.

    On blocks destroyed command.

    set all blocks to rest false

    if block rest = false, then drop.

    upon success of falling, block rest = true

    that way your not constantly causing the block checks to fall. i know you have the trigger once, but i don't think it's the appropriate usage.

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  • yeah, there seems to be a spike in wanting an acceptable mobile performance. I don't think this is going to settle until a full action game is made.

  • yep, I missed it :D

    What is your resolution, scale, how many layers?

    do you have a capx you can share?

  • Well for starters Canvas on Android is just slow. Not all Canvas functions are even hardware accelerated. id on't know if C2 uses them or not, but based on that IOS usually does way better on performance I wouldn't be surprised.

    If your going to go mobile development then you need to use CocoonJS. The launcher that you can download from AppStore/Play is easy to use. Performance is massivly better.

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jayderyu

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