sTARKi's Recent Forum Activity

  • Update:

    https://github.com/gritsenko/c3_spine_plugin/releases/tag/2.8.2

    Fix C3 324 compat and set region ACE for 4.1

    - In the first version of the test project, I used one instance of the hero and cloned it 50 times, maybe this was a mistake.

    - Now I have made 50 unique spine files (but I used the same .atlas .png .json files for all).

    - I also took the latest version of the plugin 2.8.2 and here is the result. If nothing happens in the game, then the CPU usage drops to 20%, good, but if I start to rotate one of the sprites, which is not related to Spine files, then the CPU usage is again 90%, it seems to me that they start wasting resources, although the animation does not play.

    If you want to do an individual test, then I made a source file for you. You may not notice the problem on an Apple device, and if you have a very powerful android device, then you may not notice the problem. I tested on two medium power devices(.c3p) - https://cloud.mail.ru/public/xkxp/giCKGdd2Q

    My game is a search for items, where there are about 200 small robots on the level, I wanted to animate them all a little and turn on 10 pieces at a time so that the game would not slow down. (generally I would like to include all 200 short easy animations, but most likely there is no such method)

  • Hello Mikal. Mikal

    Perhaps you can help. I have the following problem - I came up with the concept of the game and do preliminary testing. I place a lot of spine files on the stage, I stop animations on the game stratum, but the device processor is still very busy. Is there anything you can do to prevent the game from wasting resources processing static spine files? I would like to place 100-200 spine files on the layout and turn them on at different times. (Recently found out about a similar issue, I placed a lot of Particles Generators on the stage, set their rate to 0 and what do you think? The FX Generators didn't work 100%, but they consumed a lot of CPU power, very strange..... )

    I have attached an image from my 2016 tablet. If the spine file is 1-2-5-10, then there is no problem, but my idea requires 100-200, maybe there are ideas.

    update I tried to make all discovered and performance become very accessible, but if I made 1 visible and all the rest invisible, the CPU chokes again, even though one image should be working, all others are invisible and should not consume resources.

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  • Nw.js can read from and write to disk. Your game will write the relevant information to the local drive, and your wrapper app can read from there.

    Cloud solutions would probably be preferable in this type of application though.

    Thanks, yes cloud save is better, but I'm looking for a backup option.

    Do you understand how to combine localstoge + other games (localstoge) + nw.js? Can you take a screenshot of the code? I know how to work with localstoge, but how to write or read the save through nw.js?

  • Hello.

    Imagine the situation, I made an application - a visual shell-loader of the game.

    From the visual shell-loader using nw.js, I can open the exe of any game if I know the path to it, but there is a problem:

    How do I find saves and send them to the wrapper app? For example, I collected coins in game number 5, cool, but I want to have brief game statistics in the shell application, next to the start button, I want to show how many coins the player has already collected. The question is - how can I find the necessary saves on every computer of thousands of people? Or how can I send data from the game to the shell application and then read it?

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  • r308 stable

  • I have a problem too

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  • + Player: Is overlapping TiledBackground_Down_Right

    -> Player: Set Platform vector X to 100

    I don’t really understand your comment, here is my original file, the slowdown works when climbing to the right, but the slowdown does not work when the hero climbs to the left cloud.mail.ru/public/z15X/NTWTWAN95

  • try physics behavior

    Thanks, but it seems to me that physics on the hero and physics on a large Tilemap will reduce performance on mobile devices, I have a level on several screens, this is a large Tilemap

  • Hello, I'm trying to make an identical control for my game, as in the video example.

    I also checked on my device, there are 2 problems that I don’t know how to solve and Google doesn’t help me, like searching the forum.

    1) Sliding if the hero is standing like in the video + I noticed that the sliding increases if the angle of the surface is larger. How to make a Sliding? I think that in the video example, the earth is an object - Tailmap

    2) Acceleration on an inclined surface, how to do? If the hero is running uphill or downhill, then how to make his speed slower or faster?

    I have an idea to put an invisible sprite in these areas and change the conditions of the hero's behavior from contact with it, but this idea is questionable.

    https://youtu.be/yyaLx1n86GI

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sTARKi

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