Halfgeek's Recent Forum Activity

  • Google Play sometimes take a few days to update, it varies a lot, 30 mins is the fastest I've seen it.

  • I dunno because its worse from your screenshot, now its bonkers 80% of CPU for your events but down to 12% for your engine (before your engine was 37%)... so i really have no idea how you put your events together.

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  • Nav icons of important locations (stations/planets/gates) that appear on the edge of the screen in relation to where the location is to the player's ship, so that if the player turn and head towards it, if they maintain course, they fly towards that location.. if you guys know what I mean. For a top down 2D layout.

    Is there an efficient way to do such a thing? Because I can't see an easy way to do it while keeping the icons on the edge of the screen..

    Code wise, how would you approach this problem?

  • The top way requires 5X more collision checks for the same outcome.

  • zendorf - perhaps you missed the posts above where it was discovered that groups actually have almost no performance impact at all - it's only while debugging that it uses a lot of CPU time.

    Good to know, I was worried then since I like to group stuff. hehe

  • Well its going to help me decide on how to code from now on, I will avoid using groups unless absolutely needed and stick with separate event sheets for "groups".

  • If empty groups are consuming that much CPU cycles, its a big concern..

  • I'm still floored that its a one man effort!

    And amazed its 2d, it looks so 3d with the way you play with shapes and colours! Hurry up and release it, so you can take my money!!

  • Have a targeted device or SoC performance level you want your game to run well on first and foremost. Then work based on that. At some point there has to be a cut-off where devices with weaker SoCs are just not going to handle it well, its up to you what you want the cut-off point to be.

  • In the behaviour tab on the left, have collisions disabled by default, so you don't need a trigger X is NOT on-screen -> set col disabled.

    Also this is going to need input from Ashley, perhaps send him your capx project for them to take a look. It will be interest to know for the rest of us, whether all the objects off-screen on a larger layout for scrollers consume that much CPU cycle is normal.

  • Inventory and talent or upgrade trees are the hardest imo. Lots of stuff to keep track off in your head.

  • Meh.. heaps of devs throw $$ at marketing sites to give them "real" (FAKE) ratings and reviews. It's how you get on the google search listing. I am repeatedly told marketing is more important than making a good game.

    OP: good effort! Least its not a flappy clone hehe

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Halfgeek

Member since 24 May, 2013

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