bWard's Recent Forum Activity

  • I'm curious about one part of the Sprite vs. Tiled Backgrounds comparisons... Tiled is clearly more efficient than normal Sprites, but what if I want to fill a flat-colored background?

    Should I have a small blue Tiled Background and set it to the window size, or is it no more efficient than a small blue Sprite being resized?

    I don't know how important this scenario is, but since CocoonJS is still working on Tiled Background optimization, it can make quite a difference in framerate.

  • Rory I have more artwork with different art styles.

    If so, then show them. Those of us that may be looking to hire are interested in everything you can do!

  • It looks like you'll have to understand that "complicated math" if you want a complicated prediction. It's like throwing a basketball in a moving hoop: you see how fast it's going, predict where it will be, and throw.

    In terms of C2, a simple solution would be to create an empty sprite where the object will be, angle the bullet towards it, and fire. If the bullet is somewhat slow, then speed complicates the matter further.

    Good luck getting a working sample.

  • I'm in the same boat as you, I usually can't get past 40fps with a decent amount of objects on-screen. My advice to you is to make sure if you really need a lot of frames, because in many cases framerate independence reduces the need for high framerate.

    Also, small details like Pixel Rounding, not overusing Tiled Backgrounds, and cutting back on objects that aren't necessary to gameplay. If your lag is due to too many objects, then may benefit from having one background with multiple elements, rather than splitting small parts. Anything that reduces memory should be beneficial.

  • Ooo, a lot of support for a great new feature! I like this.

  • 1. If you are using cocoonjs, do not use too many tiled backgrounds! After trial and error, i found out that was the biggest performance hinder. Not sure if CocoonJS needs to optimize tiled backgrounds.

    Glad to see someone else has this problem too. I hope they get it fixed soon, I'm still using Sprites where Tiled Backgrounds would be much more efficient because it reduced my FPS.

  • Hi,

    We're working on it and will be in our documentation with the next release. Anyway, remember that only premium users can use the extensions. Thanks!

    Glad to hear it! I'll be looking forward to going premium.

  • If you want to make a transition, you have to code that. It can be as simple as using a Go to Layout event, or manually destroying and spawning everything.

    If all the levels have the same event sheet, then you either need to store the different level in the layout, (by placing the sprites on the layout, if your level is small enough) or put in code to detect which level it's on and spawn the right level via events. (You don't even need separate events for this method, it can all be contained to one layout if desired. Just destroy old and spawn new.)

  • I know this has been talked about before, but the issue is still present. After you click in a textbox, it stays in focus and cannot return it to the keyboard.

    My project is a level creator where I place objects and use the keyboard to move the screen, and the textbox displays a text string that can be copied. After I highlight the text to copy and paste, I cannot use the keyboard to move the screen again.

    Shouldn't the textbox lose focus as soon as you click somewhere else?

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  • The launcher and compiled apps still don't work on my 2.2.2 LG, but my 2.3 works fine for the time being.

  • CocoonJS doesn't work on Android 2.2 right now. Neither does the CocoonJS Launcher for that matter.

  • Am I the only one who can't get new Cocoon cloud builds to work on mobile? It used to work fine, but now I can't even get an empty project with a single sprite to display on Android. Anything Cocoon-related crashes on my Android phone. Is there a simple guide, or any recent changes to explain why?

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bWard

Member since 23 Jun, 2012

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