marcel1980's Recent Forum Activity

  • hollowthreat you mean imagepoints? 3 for each enemy.

  • could the size of the enemy sprite cause this? i have 150 x 150 px. Also im using families for the enemies

  • hollowthreat i have release 146, 64bit

  • Jase00 yeah im sure the colisions take some fps but i didnt expected such a drop. For now i cant target iphone as the platform. I will try to use the game closure but so far its quite a bit difficult. Hopefuly when joannesalfa finishes the tutorial, i will be able to move on. There should be some more options to control the platform behavior.

  • Anybody noticed how much fps the platform behavior drains? I made a test on my iphone5 with pure moving sprites {just animation} which was about 61 fps via cocoonjs and when i turned on their platform behaviors it sank to 24! There are about 11 enemies/sprites on my layout

  • Good luck with the deciphering. Let me know please if you succeed and what impact had it on your game. Yes i know that Joannesalfa is making the tutorial which is great. Cant wait to see that.

  • RenatoB i havent tested it yet. Have you? It looks quite a bit difficult :/ hopefuly there will be some easier process in the near future. I will however try it. Unfortunately some of the things mentioned in the tutorial are absolutely unknown to me :/ Github Repo for example?

  • Hi RenatoB,

    im propably dealing with similiar problem than you are. Im trying to get solid fps on iphone via cocoonjs {i4 is propably out ouf question}. I have a standard looking platformer game with tiles and enemies, basicaly no physics. I was recommended to check this: gameclosure.com It would run any C2 games with GC wrapper following this modification: gameclosure.com/blog/2013/03/space-blaster-meets-mobile

    It looks like the number of people who want to develop games in the great user-friendly construct2 on mobiles is growing. But we still need more to have a solution here. I hope they make an integration of the gameclosure to construct or Ludei gets their new release out which will be even faster or i dont know :/ There's celarly a market gap for an app suitable for people {non programers} who want to develop games for mobiles.

  • marcel1980 hard to tell how complex your game is, for me, i have like 6~10 collision items on screen at one time, and i can pull 60fps from iphone5 or 45fps from ipad3. (like thehen said, iphone5 is very capable, the question is how many user still using iphone4 or older?)

    Joannesalfa look forward to your tutorial!! btw, have u tried ejecta? if you have experience on both, would you mind compare the 2 briefly? :)

    hollowtreath I have 3 BG layers about 480 x 500 each one tiling with paralax scrolling. About 15 tile types which i use in various combinations {85 x 85 each}. Main character 150 x 150 and some enemies, rotating items- sprites. It seems to slow only if i add another enemies. I have to do more tests if its something specific or just the pure amount of sprites that it slows down.

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  • joannesalfa thanks for the info! Looking forward to that tutorial ! It might save my current work ...

  • Hi there,

    im working on a platformer aimed for cocoonjs and ios. After several weeks of work i propably came to a point where i realised that its not possible to have a fullscale platformer {best example is propably Random Heroes or Mikey Shorts} running at least decent on iPhone4 not even 5. Im talking about 960x640 view, paralax scrolling backgrounds 2-3, cca 20 -30 enemies in a standard level etc. I dont have any extensive physics or anything. But once i have more like 6 enemies, the fps drops rapidly even on iphone5.

    Am i doing something wrong or missing something? Tried most of the tricks with fps, deleted some effects but didnt helped so far. I red the performance tips from ranma which sayed 20 sprites max on screen. Im surely over this limit as im using more combinations of tiles 85 x 85 which i choose because it looks best on iphones for my purposes. I would need a clear answer if its currently worth to put more effort to have it run on iphones or take another course since the technology is not yet there?

  • Yeah it works :)

    thank you all. Seasky i will have a look at it.

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marcel1980

Member since 16 Jul, 2013

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