EyezWidee's Recent Forum Activity

  • I just checked within the layout by using text & setting it to display fps.I get 30+ which playable. If I made a few more tweaks I might be able to get to stay 40+

  • I get different fps in debug mode. If it on inspect then the fps is 20+ with low CPU%, when on Watch or Profile I get 45+ fps.

    Not sure which tab is the most accurate but if I just run the layout without debugging it looks like 40+ fps

    Do you happen to know why the fps changes between Inspect , Watch , Profile (While in Debug mode) ?

    If I had to guess Inspecting requires checking all conditions every tick.

  • It worked! danialgoodwin

    • Best Regards
  • I am going to try that today, it makes sense that not all actions need to be checked every tick. Also I didn't think about how sub-events could help performance as oppose to having a bunch of actions taking place every tick including score which goes into local storage.

    So I'm guessing there's not much of a difference, performance-wise, in having instance variable account for things like accelerating platforms or having global variables account for those things.

    I also have a Block color variable that allows me to change the color sequence of platforms since they are tiled backgrounds with no animation sequences built in like sprites.

    Thanks again I'll def try out your method danialgoodwin

  • Its weird cause while debugging with Webgl "Off" (With game running in canvas2D) I get the fps that I'm looking for (40-60) but the game will crash even tho not a whole lot is going on cpu wise (stays under 30%). The Blackberry Z10 comes with web gl integrated but if the game didn't crash so much in canvas 2D I would of just stuck with that because of the higher frame rate.

    With webgl on I get about 18-20 fps the most but the frames are always jumping & dropping so its not consistent.

    I'm testing on a BB 10 device, I think the low frame rate may have to do with the many global variables active while the layout runs. In the Auto Runner I'm having frame issues with, I'll use variables to account for the platforms speed and its color ( since tiled background don't have animation sequences I created my own way of changing platform colors as the player progresses in distance traveled.)

    The global variables are always active and may be the reason for a high Draw Calls percent, so if I could use instance variables to account for things like platform speed & color that might help me improve the frame rate.

    My Goal is to make an auto runner that gets 40+ fps and has accelerating platforms that's color changes as the total distance traveled increases. I've been able to do everything but get the 40+ fps WITH WEB GL ON. I'll try to convert as many global variables down to instance variables as possible and if I get any luck with that I will let yall know.

  • Hey Developers,

    The project I'm working on includes an auto runner game. What are some keys ways to get 40+ fps on the layout?

    My game isnt really heavy demanding when it comes to GPU but it seems to take alot of CPU & Draw Calls at like 75%. I've tried using "60 * dt" on everything that moves in the layout but I cant seem to get any higher than 17 fps. I'm destroying platforms that are less than -Self.Width.

    I'm testing on a blackberry z10 which has webgl already in the browser.

    Is there something I can add to the xml or index.html?

    C2 is a powerful engine, I feel like 40+ fps in auto runner should be doable with webgl I just cant pin point exactly what I'm doing wrong or overlooking

  • Using those events you wouldnt need the 8-direction behavior since movement is based of the acceleration of the cursor & not of inputted controls like the keyboard which is a seperate object from the mouse in C2

  • You could try:

    * Every Tick - Set Player position to Mouse.X & Mouse.Y

    * Player is moving - set animation to "Walking"

    * INVERT: Player is(not) moving - set animation to "Still"

    You may have to play around with it a lil but if what you're tryna do is get the player's position to match that of the cursor's then that should do it.

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  • Just.Though.Id.Add

    I've had some luck hiding the address bar. On start of layout - (Browser) Request Full Screen.

    You'll have to play around with different modes like scale inner or letterbox scale to see which one works best for you & also some tweaks may have to be made to get everything displaying properly within the screen.

    Make sure youre games window size is a true 16:9 resolution. I use 1280 x 720

  • #Facts

  • You'll have to give it a behavior. Like Platform or 8 Direction. Then set default controls to off in the properties tab and configure the desired controls in the event sheets. Watch some some youtube videos or read some tutorials to get a better underatanding on how to make a mini game.

  • You could test for the items Y position. If item1.Y is greater than or less than item2.Y or test if the two items are overlapping each other.

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EyezWidee

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