jayderyu's Recent Forum Activity

  • When I need an associated text file for notes. I import a .txt file into the files section. That way I have notes now locked into the project. Then I get the advantage of using which ever editor I want.

    double win

  • Zharzew

    What gamepad problems are you having with CocoonJS?

    I knew from Ouya developer release that the controller doesn't have all the normal input. After making a work around for that my Ouya controller worked with CocoonJS.

  • To the OP just to clear up the subject. Your reporting 500-1000 collision checks. That's good less the better if you can get away with it. however Performance boost isn't really magical situation. Even when one element is improved in speed doesn't make the entire game suddenly work better. It really depends on the stress of the game on the area at hand.

    We know that renderering is slow. If I have 60fps with just 10 small objects and say 20fps with 3000 objects. When the performance comes in and and the 3000 objects can now run at 60fps doesn't suddenly make the 10 small objects run at 300fps.

    The same rule applies collision checks. Sure there is a performance gain, but only in situations where collisions were slowing down the system when the time taken is more than 0.015ms(time of 1 frame).

    500-1000 collision checks isn't going to hang up your CPU. Where as BluePhaze 50+k collision checks will see a vast improvement.

    Since you seem to be bottled necked it's not collision checks that causing the performance problem. Also I'm not sure, but I though collision cells came in after r153. I could be wrong, but it's not really the point of the post.

    My suggestion is to check the debugger and find out what's bogging down your game.

  • My suggestion is to start with creating Family groups called UserObjects.

    You will need to create a family group for each type(Sprite, SpriteFont..) whatever is needed. make sure that your UserObjects has all required data. Then loop through each UserObject turning each object into a JSON into an array.

    Then you can use the the JSON output of your array to send up to your server.

    The next job is. You need to itterate throug the objects and place them in the level.

    Otherwise you can't actually create a proper URI out of data. You just have to it as an AJAX.

  • Use platformer. Even with a jetpack you can still take advantage of all the other platformer actions. Plus it's very easy to do jetpack with platformer.

  • Please do a "Save as Single File" instead of sharing the caproj folder.

    A CAPROJ

    is all teh files in folders for easy access.

    A CAPX

    is all the files in a compressed ZIP file for easy moving around.

  • wow, 5800 collision checks.... You probably want to trim that some how by coming up with some creative ideas.

    do you have a sample of what your game is?

    Also to reduce some collision checks you can check in a style similar to

    Every Tick

    var chectype =0;

    checktype = 2 then On Collision of player with Enemy do stuff

    checktype = 1 then On Collision of player with hazzards do stuff

    checktype = 0 then on collision of player with goodies do stuff

    chektype + 1

    if checktype is > 2 then checktype = 0

    this way your cycling through your collisions.

    though your using cells so is there many objects trying to colide with other many objects?

  • It's not hard to add toggles to allow auto updates for both "stable only" or "beta". It's an optional feature one not required to be on.

  • At the time I had a Colour Computer 1 & 3. But I did play some Commodor Games. My favorite C64 was Alice in Wonderland. It was an eye opener for game design for me.

    For the CoCo3 my favourite were the graphical text adventures.

  • update:

    preview over lan usually doesn't get the any performance acceleration.

    So far it sounds like your using XDK Export to the old PhoneGap rather than the new Crosswalk.

    I could be wrong, but it's really hard to tell. I made the mistake of not updating my XDK with XDK NEW and my first tests were PhoneGap exports which had no speed benefit over just the native mobile browser. XDK NEW with the Crosswalk button export boosted the performance results.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I have a question. Did you do the specific Crosswalk export or the Intel Canvas/PhoneGap export to Android. XDK will export both to the old PhoneGap and the new Crosswalk.

  • Ashley is right for Chrome. However as a warning. If during your write up of the post; that the page count goes up one(ie you click post while on page 1, but other posts come in to page 2). Then back button will lose your post content. So even with chrome. copy before posting.

jayderyu's avatar

jayderyu

Member since 11 Apr, 2012

Twitter
jayderyu has 1 followers

Connect with jayderyu

Trophy Case

  • 12-Year Club
  • Coach One of your tutorials has over 1,000 readers
  • Educator One of your tutorials has over 10,000 readers
  • RTFM Read the fabulous manual
  • Email Verified

Progress

16/44
How to earn trophies