Try that again, but enable unbound scrolling.
How about taking the half of the users viewport, and scroll that distance down from the top of the layout.
On the peer side, you want to know when all the balls are created for the amount of players, before sending a command to the host, that all balls are present, initiating the next step of the starting sequence.
Something like:
event
trigger once
multiplayer.peercount = ball.count
action
send message: ready for the next command
Up to a fairly great amount, it does not matter. It is about what you do with them.
I noticed the greatest performance hits with large amounts of objects, is when you loop through them continuously and check/do things with each.
That would be scale inner if I am not mistaken.
How about disabling physics while drag and drop ?
The connection degrade depends on what you are doing and how.
Which type of synchs, how many synched objects on the layout etc ...
Best approach, less is better.
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set object.bullet.speed = object.bullet.speed - X
Do you have the layer set to global on which the object resides ?
Are you doing a fading effect (layer effect or like lerped opacity) at the same time too perhaps ?
Try it without the delta time.
Member since 8 Oct, 2013