Halfgeek's Recent Forum Activity

  • Try Go to Layout (name) and see if the problem persists.

  • Use LocalStorage or Save function built into C2. The Save function will save the state all of global variables.

    The official tutorial on LocalStorage (accessed in C2 via help under LocalStorage) is straight forward.

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  • For each turret, check its angle

    If Turret.Angle > X => Set Turret.Angle to X.

    Do the same for the other side of the arc.

  • Do you have the behavior bullet and rotate on the same sprite? If so bullet will move at the rotation angle.

  • Did you optimize it at all on Android devices while you make you game?

    ie. Add some stuff, test it, add some more stuff, test it... repeat til its done. That way you know what caused the performance issue.

  • Ram usage isn't what determines whether a game runs well/fast or not, ram is just storage, either your game fits into memory and runs, or it does not and it will crash.

    Always test your game during development on mobiles to ensure it runs well.

  • For mobiles?

    It should run fine, you just have to optimize and test during development.

  • > I think that only occurs in the context of C2, on iOS8+ WKVWebview, right?

    >

    I'm pretty sure all modern web browsers do jit. Chrone, Firefox and Safari each are continually making js faster, and jit is always utilized in some way.

    Okay, but Apple's implementation is so much faster. It's worlds apart to compare WKVWebview Safari vs Android Chrome for example.

  • > If we had control over loading into vram, we can specify which sprites to load on start of layout or between transitions, and when they are called, there's no stutter.

    >

    Placing an object in the layout view is how you tell the engine to load it in to VRAM on startup. If you don't need it on startup, just destroy it on start of layout - it still gets its textures loaded and can be created without stutter. So I think you already have the control you need?

    Yes, it's what I've learnt to do for some assets which can be loaded and set invisible or destroyed on startup. But others cannot as its tied to game logic and AI. I notice those micro-stutter, the first time weapons fire or explosions go off awhile ago and hack it on start of layout to avoid it. Ultimately I'm sure its possible to add all the sprites one needs on the layout (off the margins so they aren't view-able) and destroy those instances on start-up (or add destroy on outside layout behavior)...

    But more explicit control would be very useful. Just an event to "Load Sprite X into memory" would be much more easier to use avoiding all the workarounds.

  • No you can't, but you can limit logic to update at 30 fps intervals, or every 0.032 seconds instead of the default every tic which is 0.016 seconds.

    Just place all your game logic under a Every X seconds lead. Less frequent logic updates = less CPU usage for mobiles, which matter a lot.

  • You want random spawn?

    Can do it easily with a global variable, call it EntryPoint = 0

    The default is 0.

    Then on your layout, you have a check at Start of Layout.

    EntryPoint = 0 => Spawn somewhere

    EntryPoint = 1 => Spawn somewhere

    and repeat for as many spawn points as you need.

    So when you move to return to a prior layout, set the EntryPoint what you need. If you want it to be random, then set it to int(random(0,10)) or however many points you have.

  • Try the setting down-sampling set to low. The blurry images are due to texture mip-maps. Odd I know but setting to low gives the best results.

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Halfgeek

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