gameba's Recent Forum Activity

  • Can you try this -

    Create a new empty layout, set it as first layout in project properties. Then preview your project on mobile. Will it still take 4 minutes?

    I tried it, Its still slow

  • I don't have an answer for you, just curious - how slow is it?

    My capx is 15Mb and takes about 5 seconds to load when previewing on my Android phone.

    Its take ~4min to load on my Android phone (4 core 1.6, 2GB ram). I think I have so many images (3500 images). but If I export to apk file and run it ,Its load faster (~6s).

  • bump!

  • I use my phone to preview on the wifi LAN, its load so slow because I have a lot of image (~3500 but very small size, capx size: 4.5mb)

    I want to speed up preview loading without remove image,so Any ways to speed up preview loading?

    Thank you very much

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  • Bug fix version 1.03 now available. Fixes:

    • Hotspot offset error when assimilating objects with polygon shape selected.
    • A 'feature' of the Box2D+ library is that weld joints cannot be created on dynamic objects that have prevent rotation selected. I have no idea why... Work around implimented - if you action a weld joint on such an object then the plugin creates a limited revolute joint instead. You should not notice a difference.

    good job, I really like Box2d+ behaviou, Its very useful. Thank you

  • gameba - I forgot to add - there is an Action that allows you to enter the Category and Mask Bits as strings.

    Update to v 1.02

    Corrected string entry in Actions: Bits-Category string and Bits-Mask string. Enter the 16 flags as a string of 1's and 0's - it's easier to visualise.

    Thank you, now I understand Bits

    Can you share me capx demo here http://box2dassimilatedemo01.bitballoon.com/ ? I want to understand "Assimilate joint"

    I created 2 capx to test here:

    test BOX2D+ capx here: https://drive.google.com/file/d/16A-TPX ... p=sharinag

    test PHYSICS capx here: https://drive.google.com/file/d/17JQcRP ... sp=sharing

    I tried to set higher value at Action "position Iteration(3000 or more)","velocity Iteration(8000 or more)" but the sprites move inaccurate. I test with Physics behavior of C2, Its move accurate, rigid. Is it a bug?

  • I bought your behavior, your document write:

    " If both group index values are the same and negative, don't collide" but when I set group index negative (-2) ,Its always return positive (2) and collide. Is it a bug?

    Sorry,I read your document and play with "collision filter" for 5 hours but I can not understand how to combine together "Category bits", "Mask Bits" and "Group index" .Its really hard for me , so Do you have any example capx for "collision filter"? Thank you very much

  • R0J0hound

    I want to create a rigid joint like that:

    https://drive.google.com/file/d/0B8g2b8 ... sp=sharing

    but Physic behavior not support "collision Filter", so I have to use Chipmunk behavior.

    How do I create a rigid joint by only one action in Chipmunk Behavior?

    Thank you!

  • Wow. Do you really need to have 350 objects with enabled physics, all at once, on a small mobile screen?

    What kind of game is it?

    Physic draw. Brain dot

  • gameba

    There are not many options -

    1. temporary disable Physics behavior when you don't need collisions

    2. use different objects instead of instances of the same object.

    3. use Chipmunk.

    Thank you for your reply. option 1,2 not suitable for my game.

    I tried chipmunk, I received poor performance than box2d.

    100%CPU (chipmunk ) vs 55%CPU box2d (on mobile). (compare 350 physic objects )

    It's not good for mobile so I use box2d.

  • Bump! help me, any idea?

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gameba

Member since 29 Aug, 2016

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