Halfgeek's Recent Forum Activity

  • Samsung S4 at 42 fps.. definitely optimize it further because its such a strong device!!

  • I use Camtasia, very easy and powerful. With FRAPs to capture the raw .avi of chrome.

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  • Indeed, Construct 2 is very capable, it only depends on the individual talent and manpower.

    Which you guys have so much, very impressive indeed! I am blown away and inspired to achieve greater artistic talent!

    ps. I rewatched the video a few times, am I understanding this correct, this game is a ONE person effort? O_o If that's true, I think I'll go drown my shame in alcohol and women for awhile.. hehe

  • delgado Yes indeed it is definitely the engine processing your entire layout, thats why its 37% of your CPU, and draw calls (on screen objects) are low at 10%.. behaviours of objects offscreen but on the layout are still functioning, if you got them all active it would definitely explain that.

    Perhaps disable the behaviours first, and make a trigger: If Object is onscreen (or check for X axis/location), Enable Behaviour.

    Another thing is to disable Collisions on all your objects, and have it Enable when its visible/onscreen with a trigger.

    Lots of tweaks and stuff you can do to improve performance. C2 is very easy to use but it takes some practice to optimize it for mobiles. Good luck!

  • If your off-layout objects are affecting performance, it is a serious issue.

    Ashley could help here if you send your CAPX, without it, nobody can figure it out. It feels like its rendering everything on your entire layout all at once, and its just so slow. Here's a shot from a more complex scene, lots of explosions and particles, 15% is about the max I see on CPU.

  • How can your scene have 3682 object? Unless you have each grass blade as a separate object, and with some behaviour as well? 37.3% of CPU cycles eaten by the Engine alone is MASSIVE.

    I have a Core i5-3770K and my game has like 5 to 10% TOTAL CPU on the PC. I have over 3,600 events in C2... let me capture a debug shot for you asap.

  • jayderyu

    If what you say is indeed true, then certainly PIN behaviour is a big bottleneck in performance. I do not see that kind of performance drop using other behaviours, for sure not sine, bullet, fade, spin etc, especially if they are disabled.

    delgado

    I just tested your game, there is definitely something wrong with your code or implementation within C2, because it is too simplistic for it to be running at 12 FPS on my quad core Tegra 3 tablet. When you run it via C2/Chrome, run in debug mode and look at the CPU usage, see where the bottleneck is highest at. There must be an event group in your code that's causing it, maybe a repeat/if/else trigger chain thats firing the entire group every tick by accident.

  • Yup, just a simple textbox really mess up performance in CocoonJS.. lot of stutters whenever it pops up.

    Crosswalk seems fine with it though.

  • Cool game, very smooth controls and I like the gun auto aim, is that turret behaviour?

    Also, there's a small bug, when your game finishes, the sound is played endlessly. You may need a Trigger Once condition in there.

  • Amazing game, I wish you and your team all the best!!

  • Fonts are based on the OS, its not embedded in your exported game. If the device does not have that font, it will default to Arial (im my own example anyway).

    Lots of users use Spritefonts for better performance as well as ensuring it displays properly on all devices.

  • All the issues are solved except: Ads & Audio (only on some devices, requires headphones for proper audio).

    I know they are fixing Audio in the next Crosswalk update. And AdMob is a priority.

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Halfgeek

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