BluePhaze's Recent Forum Activity

  • Ashley Thanks, yeah there is a big performance difference on that layout on mobile devices, the others run smooth, but that particular one stutters on many devices. And it is a much simpler layout than most of my others which have nowhere near the amount of collision checks happening. My only assumption is that it is the line of sight behavior. I have two sets of checks on that particular layout, the enemies test if they have collided with a particular type of sprite block (I originally had them checking against a family with all my terrain blocks, but changed it to see if it was causing the issue), and they also check to see if they have line of site with the player sprite as they patrol back and forth.

    Somehow between these behaviors the 13 enemies are causing over 50k-90k collision checks. It is a bit crazy, luckily it is only one layout but it tends to kill performance. But with that said, it still performs better than it did with brute force. Brute force checks on that particular layout were doing 70-100k checks prior to the implementation of collision cells. So I am seeing the benefits, I just can't figure out this particular layouts issue.

  • use the line of sight behavior and invert it or add an else to it so that you can react to not having line of site with the enemy?

  • go through the basic platformer tutorial, pin a square sprite instead of using the default collision box...

  • Between the tutorial and the documentation on the MoPub site you should be able to work it out pretty easily.

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  • Ashley does the line of sight behavior cause similar issues? I have a layout with about 13 enemies spread over it and they have a pretty short line of site (300px or so) and that particular layout continues to generate upwards of 50K collision checks while all my others have dropped to less than 10K and in most cases less than 5K...

  • Hello sandy234 do you have any way of showing they rate HTML5 games low based on that as opposed to based on actual quality of the game?

  • Whiteclaws BLEH! C... Objective C, C++, C#? I have been a C# developer for about 13 years... but Definitely not going back to C++.... just too painful...

  • PSI Talk to the Brashmonkey folks. If you follow the official plugin thread you will get updates on their progress as well. They are currently working on getting the latest build of Spriter done and will then update the plugin with all the latest features.

  • Whiteclaws Your medal is shiny.. but your blog is rusty... you haven't posted any updates since last year man... you still working on your dungeon crawler?

  • I believe he meant the 1 pixel overlap

  • Not quite sure I am following what you want, but are you using a rectangular sprite as your collision polygon or using the default? Like in the platformer tutorial, you pin a square/rectangle sprite and use that for collisions in stead of the default collision polygon...

  • There are many threads with the recent chrome update causing performance issues.

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BluePhaze

Member since 20 Dec, 2012

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