Colludium's Recent Forum Activity

  • Have a look at the CB Hash plugin https://www.scirra.com/forum/viewtopic.php?t=62215&start=0. You can save your data alongside a security md5 - if either are tampered with then they won't match and you can choose to reject the saved data.

  • Raiper341 / fundation2000,

    Try this example, it might help: https://dl.dropboxusercontent.com/u/184657779/C2_demos/viewportHUD.capx

    I put it together to demonstrate how to position HUD objects for different aspect ratios but the principle will still apply to help you, I think (hope). It uses an object with the scroll-to behavior to put the camera view away from the edge of the layout - in cocoonjs this should make the zoom appear symmetrical about the middle of your screen.

    Edit - just looked at the date of the OP - d'oh!

  • OK - thanks ASHLEY.

  • delgado - that's the one!

    To me it seems that there's quite a lot of CPU effort going into running the Engine event sheet, but it's impossible to identify the culprit without breaking that sheet's events down further. So as to isolate which areas of your code are causing the CPU the most work, you'll need to add Groups to each chunk of code in that sheet. The profile will then show the percentage CPU being used for each Group so you can then see with more detail what's causing the CPU so much work.

    If some of your layout animation / controls are for off screen objects then the next step could be to disable those Groups until the player is nearby and they are needed. It might be that there's a lot of control work going on that doesn't need to be done all the time - you might even find that there's a bug or two in your code that way (that's usually what happens to me!).

  • delgado - how does the Profile view look in the debugger? The areas of code with the biggest demands on your cpu will be shown in the profile and will indicate where you're best trying to streamline your code. If you are using any webgl shader effects in cocoonjs then they will kill your performance as well (I set my project up to use them on a sprite font... a simple color shader reduced performance by 30 fps ).

  • Link to .capx file (required! If link is blocked remove the http and www parts):

    https://dl.dropboxusercontent.com/u/184657779/C2%20problems/node%20draw%20calls%20problem.capx

    Steps to reproduce:

    1. Run Layout 1 in Debug using Node Webkit

    2. Select full screen

    3. Note - Debug : Profile : Draw Calls (for me it's approx 74%)

    4. Repeat steps 1 to 3 but in a browser - draw calls show normal (for me < 1%)

    Observed result:

    I had been testing in Chrome with no problems (r163) - the display scales up from 450 to 1080 with smooth 60 fps. When tested on Node Webkit significant stuttering was observed due to poor display refresh rate. A little investigation showed that Node was using up a lot of resource making the draw calls. Is this a Node Webkit bug or is it a bug in C2? I did a search of the forums and couldn't find any other reports of something like this.

    Expected result:

    Node Webkit should perform the same as the Chrome browser - smooth 60 fps when scaled up with such a simple layout.

    Browsers affected:

    Chrome: no

    Firefox: no

    Internet Explorer: no

    Operating system & service pack:Windows 7 family edition

    W7 SP1 x64

    Might have to start learning Python....

  • Doc Ai, are you sure? When I went to the account setup it did ask for a password, but I thought that was for the new account....

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  • Right click on a sub-condition and add local variable. You can't add them to a top level condition - that would make them a global variable...

  • I've just put a mobile physics game on hold because of this collision slowdown - I was planning to use CJS for android/ios but I found that the game hesitated on a collision for just a few ticks, as if the physics engine couldn't readily cope. I removed all events associated with collision triggers/tests to see the physics engine in action and it continued to happen - I now don't think I will be able to use physics for mobile (desktop was good, though).

    I also found that torque or impulse/force events gave different results depending on the mobile handset I tested on (S2, G1 and toshiba tablet - all different - I remember your previous force problem question). So not only was the game visually disappointing but the game play was different on each device. The same variations were apparent when trying over wifi on android chrome... Sorry - it's a bit of a whinge and not a solution to your problem AnD4D, but I can't think of a way to optimize further. Using the debugger, were any event groups showing a particularly large drain on CPU use - might be worth trying to focus on those..??

  • I don't know why it does it but I can confirm that I see the same effect in the layout editor - the sprite font appears backwards. Take the effect away or run the layout and it appears fine....

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Colludium

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