WRS's Recent Forum Activity

  • How to make LOS behavior visible

    Who knows how you can make the behavior of LOS visible? Not using Trace plugin as it has a lot of CPU.

    Just need to visualize the radius of visibility LOS.

    Just color a LOS or apply some effect to it?

    I looked at the whole forum but did not find the answer.

    The update expanded the functionality of LOS, but I just could not visualize it.

  • Music or sounds have to be initiated with a user interface. Like click here to start game, or a button that says play music.

    Yes, that's the problem. That when I press the button, the system should stop ALL the music and switch to another layout. So it happens. But when I return to the layout with the level and any music plays.

    And only one particular melody.

    Moreover, it can neither play, it’s just how, since everything starts off at the start of the layout. And everything works on the computer. It does not work on the iPhone. I guess maybe some kind of bug when building.

  • You're aware that Ios restrictions calls for a physical user input before sound can be played?

    No, you can tell more about what you mean?

  • I will describe the problem in 2 words, maybe it came across.

    On the computer, when the test is working, I click on the button, switch to another layout and the sound is turned off, I return to the previous layout and the sound does not play - so it should be.

    When I import to iPhone via XCode, when I press the button and switch to another layout, the sound is turned off, but when I return it continues to play.

    So it’s not as long as I’ve forcibly set the mute off.

    The code works as it should, and in the test everything is fine. What is the problem exactly on the iPhone.

    And the sound ignores the variable - that is, it cannot play if the variable is equal to 1.

    When testing for iPhone, the variable does not change, the sound plays, when the variable 0, the sound plays and then it turns out that it is reset

  • The most common problems people have are:

    - while the loader layout itself is loading, the stock loader is shown again

    - if the project loads very quickly, you will only very briefly see the loader layout

    The project does not load very quickly as the standard preloader hangs for a few seconds.

    I understand so far there is no working mechanism that would allow me to load my preloader regularly?

    I tested on the device itself on the iPhone and on the version for the computer. Everywhere my preloader is ignored. and just the screen color is flooded

  • I did everything as it should be, but for some reason it does not work.

    1. I created a special preloader layout

    2. Installed to use it

    3. Disabled standard

    But it does not work, when it starts up, it is loaded with white (Or any color that is assigned to the whole project) and the next screen starts immediately after the loading screen. (Since there is a trigger to go to the beginning of the game after booting.)

    Even I remove all the triggers, then at first just load the background, then as it loads, my loading screen is loaded.

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    Can there be a way to achieve the same effect without using Trace? so as not to load the system?

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    I also have this line. And I can not understand what it means? What are these processes?

  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    if you preview in debug mode, go to watch tab and see each group code how much is consuming as % cpu usage

    ( and if they need to run all the time ... how much usage is consumed)... then modify and try to limit the triggers for each in part to get it lower or up to like 30% (for example items that are not in screen don't need to check the los/tracer, since they arent visible) total usage. cause 70-85% cpu usage is unplayable.. even if u have 34 fps... is not recommended.

    Do not quite understand, or rather do not understand at all how to do this? That is, how not to use the object if it is not in the frame?

  • 85% cpu usage is huge.. unless ur macbook has like 1GhZ cpu ... then is normal...

    is your game running a loop for creation or position check for all elements? why is it so high?

    if u can share a capx we can look at it, and maybe fix some of the issues or give some pointer out.

    No, I have enough macbook pro)))

    I can not understand yet why such a large consumption, I think this is due to the use of LOS.

    With Trace, I visualize LOS to see the viewing radius. Perhaps this method consumes a lot of resources, but I do not know how to do it differently.

      I use it for every type of enemy.

    Here is a separate piece of LOS

    yadi.sk/d/70m0TTVnmPpduA

    Also, all enemies have 2 movement behaviors.

    1 - Movement along the trajectory through the behavior of a bullet

    2 - route search

    I do not know how much it eats CPU

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  • > If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to

    When testing for MacBook, I have such indicators and it is extremely bad? I understand correctly?

  • > If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

    yea that would be somewhere around 30-50% usage on mobile if u got a 5% on pc... so if u get a 4% 3% on pc is good. 7-10% on heavy games pc is ok also.

    however run the debug preview, and check the cpu usage estimation, cause that is what matters, not the download size.

    Thank you very much)

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WRS

Member since 2 Feb, 2019

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