farflamex's Recent Forum Activity

  • It's not that Ashley. I do have stuff on my screen. I have a basic shooter (basically the example shooter with a few of my own bits added) and it does run at 60 fps. If I put around 50 sprites on, it starts to slow down, which I'd expect. But the touch completely drags it down to 43 or so, regardless of how many objects are on screen.

    I can confirm that the same thing happens on the example vertical shooter. It runs at a near-steady 50 fps since the number of objects on the screen doesn't vary much (if you don't move) but as soon as I start moving, it drops to 35 (bearing in mind that moving tends to kill more enemies too).

  • Ahh, does sound like the same thing then because I am using 'Is in touch'. It's as if touching the screen itself is causing the device to struggle.

    Is there a better method? Only check every 0.1 seconds or something?

  • This isn't a question about general phone performance. I'm aware that they're not as powerful as PC's by a long way and this is just testing on local LAN. But it seems a bit strange, so wondering if it's something I'm doing wrong or is to be expected.

    Very basic so far, just working on a simple vertical shooter. Runs at 60fps with about 50 sprites, slows down slightly after that but I expect that so I intend to keep the sprites to 50 or so max.

    But what does seem strange is, when I move my player ship with touch control, that slows down the FPS to about 45-50. Now the calculation for moving the ship is slightly complicated, but it's still only one calculation. I know phones are slow, but should a single 'complicated' piece of math make a performance hit like this?

    The code for the movement is ...

    If....

    Touch > Is in touch

    Distance (Player.X,Player.Y,Touch.X,Touch.Y) > 750 x dt

    then ....

    Player

    Move(Min(750*dt(Distance(Self.X,Self.Y,Touch.X,Touch.Y) pixels at Angle(Self.X,Self.Y,Touch.X,Touch.Y)

    Ok, that's a bit complex and it happens every frame, but should it really cause a 10 fps performance hit? I can speed it up of course, but just wondering if I'm missing something here.

    I should point out that it's not something else causing this. For example if I turn off all bullets and aliens and everything else, the movement alone still causes a large FPS drop. Is it just the code doing that?

  • This is still happening by the way. The sounds are fine as they load in to other projects. At the very worse, shouldn't it produce an error? Instead, it locks up C2 completely and I'm forced to shut it down via the Task Manager, meaning I lose any work I've done.

    It does seem to be certain sounds, so I've just deleted them. They load in to sound programs fine but for some reason C2 doesn't like them so I've deleted them. Even so, locking up completely seems like a bad result, shouldn't it just reject them?

  • This is awesome and really easy to use, unlike the aforementioned Mochiads. Just slot it in and basically draw where you want your ad.

    Doesn't seem to work on Newgrounds though, because I think they have a way of blocking stuff like this.

  • Anyone know if you can use the Newgrounds API with C2 games to add ads? Or any other way to include ads? I really like the Newgrounds preview screen, it's very easy to set your game up there.

  • Actually I've just realised that pin behaviour never did this. What's changed is, I wasn't resizing my ship at all but due to needing to reduce the clutter heavily, I started doing it. So I need to work out how to reposition and resize the thrusters manually.

  • Strange, because my game allows the screen to be resized and I never had problems with this before. When the ship was resized, the thrusters all automatically resized and repositioned themselves and I never even thought about it. Now they've stopped doing that, I've been looking through my programming for the part which controls this and realised it was just the pin behaviour doing it all for me.

    I haven't actually changed my program at all lately because it's finished, so it must be something to do with the updates. I thought it might be something to do with the on-created thing, but neither my ship nor thrusters have an on-created event.

    So am I right in saying that if an object is pinned to another object with angle and position, and the first object is scaled, the pinned objects should also scale?

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  • Put it up on Clay.io :)

    I'd like to see some extra leniency with the arcade submissions as, as it stands right now, the limits will mean some good games aren't featured.

  • I have 4 thrusters pinned to my player ship. Until recently they stayed pinned in the correct place even if I resized the ship, but now they don't. Is this intentional and how do I fix it? Do I need to unpin, reposition and repin them? Considering I use image point to initially pin them, will I have to change that?

  • Unfortunately I can't access the console because it crashes, closes the window and pops up the error reporter. If I pop up the console before the crash (though it crashes almost immediately), the console closes too.

    I should point out that I've worked my way around this now. I'm only reporting it now as it may be some issue that may need to be resolved. But manually clearing my array has solved it for me.

  • Strangest thing.. I went through my program, disabling groups 1 at a time and finally tracked it down. The oddest thing is causing it.. clearing an array.

    If I do myarray.clear.... it crashes Firefox.

    I've changed it to a nested loop to clear it value by value, and now it doesn't crash.

    I should point out that starting a new project, adding an array and doing a array.clear doesn't crash Firefox. Only happens in my project. But when I clear my array manually, I get no crash, so it can't be some effect from the clearing process. Has to be something happening when I use C2's array.clear functionality.

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farflamex

Member since 7 Oct, 2012

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