damjancd's Recent Forum Activity

  • linkman2004 First, thank you for your reply.

    I'm working at the ends of performance here since it's a mobile game. So I'm really REALLY trying to push every last drop of CPU goodness. Accuracy is not extremely important in this case. There is some leeway since I made buffers in multiple ways.

    Is this accurate way that you limit speed faster CPU? I'm mostly looking to optimize CPU usage, even if it's only a fraction of a difference

    The code you provided seems more processing intensive than mine. Any ideas for something even less accurate but easier for processor?

  • For now I have this

    But I was wondering if there was a more efficient way to do this, that is less CPU intensive but doesn't allow for a 0.04 sec window where there's no speed limit.

    The game is a space game and I'm controlling a spaceship.

    Thank you

  • Maybe set the object to global? That way if you have it in one layout, you can spawn it into another without it being there. RAM usage is the same though. It will load it in RAM if it's in global, no matter if it's on layout or not. Afaik.

  • I tested the Cocoon.IO app with both of my games, one is ultrasmall the other is massive. The small one didn't work at all in Webview+ and Canvas+ worked but it isn't giving me a boost in performance at all.

    Same RAM usage same everything. I'm not sure if there is any extra benefit for me to not use the old CocoonJS for the smaller game.

  • I go to export, select CocoonJS, transfer the .zip file to the CocoonJS iOS app in iTunes as I do with any other game I export, but when I open the project with Webview+, I end up staring at a black screen with no data.

    It works on Canvas+, why wouldn't it work in Webview+? I stripped down the project changed settings, everything. It doesn't even show a blank project with only one sprite.

    Any help?

    Thanks

  • Ashley This is a good decision to not confuse users. If invert on on-screen doesn't work, it shouldn't be doable at all.

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  • How about setting the size of the stars and the amount of layers? Say I want less layers, would that ease up on performance?

    EDIT: Nevermind, it doesn't work on CocoonJS, it says "Javascriptexception (Line:30757 Tag: 'load') Type error : Null is not an object.

    EDIT2: Very strange. When I load the 2D Starfield & the 2D Shape Starfield together, run the game in cocoonJS, 2D starfield works without an error but when I delete 2D shape starfield as a plugin from the project, 2D starfield doesn't work. I can even remove it from the layout and just keep it as a plugin and it works. Cool

  • Ashley I have to since we are trying to maximize resolution on retina displays while keeping memory down.

    It was crazy CocoonJS was showing 3 times the amount of memory. Now we have it in a nice, comfy sub 30mb package

    Have to take this occasion to once again show my unquenchable love for you guys, what you've built, along with the community and the product. I've been a spammy megaphone for C2

  • Asmodean Thank you good sir. Will studiously study the linky.

  • Found the solution. FFS. Waste of time. Had to cut all resolutions -2px.

    So if it's 512x512, so it is read by memory 512x512, it needs to be 510x510

    And we are supposed to MAGICALLY know this.

  • I compile my game, as usual. I optimize all sprites to be MAX 512x512.

    And then?

    What happens?

    Our good friend CocoonJS helps me out, and makes the 512x512 textures 1024x1024. Why? I have no freaking idea.

    I set up Texture Reducer to cut to 512x512 and what do you know, still 1024x1024. Useless.

    Next up, 256x256 Texture Reducer. Oh, cool, the textures have dropped in size. RAM isn't obese. Nice. I come close to the images with my eye to inspect them, and they are not 512. They are blurry. Not retina.

    I am absolutely certain that most other solutions are at least 800% less confusing than this.

    Like making a button that says "Quit" and then it just continues the game.

    I'm baffled.

    EDIT: Textures get an increase in size even when Texture Reducer is DISABLED

  • Maybe add a slight delay? Like a subsecond, so the vector velocity doesn't activate it while pinned.

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