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  • > Facet nice dude, keep me up to date how all this works out, I would love to test it

    Okay, then collisions might not be the issue that much, I have like 900 up to 1500 objects how does that run on your system? If that runs smooth or okay, then that is not your issue.

    On my old laptop, depending on window size is slow or very slow. On my phone, Nokia 1020 I have 45 to 60 fps, but here no enemies, items and action yet

    Also try another browser, and also uploading your game, don't run locally. Or try Web-Nod, also faster. In general seems chrome to be the smoothest way to play.

    I have it online, testing also on real device. I know, some differences here, but not significant.

    But hen most likely it is rather the redrawing end effects slowing it down a lot. Try not to use any fx... they are also fps hungry -- I know, they are tempting, but don't work on all browsers anyhow... (at least some look pretty ugly in some browsers)

    No fx yet, but I want some in future

    Are you scrolling your map all the time? Maybe you can do map-areas, only scrolling, when you reach the edge of the screen. Since scrolling means all objects have to be positioned and redrawn.

    Yes, is scrolling with player. This is game idea, so will be hard to change it ;P

  • MultipleChoice

    I can't send pm yet, so hit me on camerapassion gmail com

  • what phone system? (Android, WP, iPhone?)

    what export in XDK? (Cordova, Crosswalk, other?)

  • and here goes layout:

    and here sample what is visible on device/window. Lights no matter for peformance or not important (some "lights" shifted here, just for show.

  • Here is:

    You can see here 0 colision checks per tick. When "player" not moving I see zero, when walking, I have max 32 ~3 per tick.

    Anyway, fps is bad. I am testing it on slow laptop, but on my device, Nokia 1020, 2x 1.2 cpu is better and with WebGL, but not so much better. My target is to run it smoth on this old laptop, on sceen realy simple graphic, so in theory it should. In theory....

  • I will ask you for sure!

    I have over 400 wall object, different shape/size. And some "furnitures" also need colision check. On screen I have maybe 3 dozens of instances only or mosty less, and sprites are very simple, all on grid, collision polygons are square in 50% and all convex with 45 degree lines only if not 90. Basic cell size is 8px, but game size (windows size) is 320x192px only.

    I must try some of your ideas and I will ask more

  • Thank you for your extensive reply! I must study it more now. Some ideas I like very, however, with disabling not needed instances is still same problem - huge loop for checkind what shoule be solid, what not. Maybe js is just too slow for games like this, but I will work on it more.

    Thank you!

  • We have special group for XDK and Construct 2 people, go here forums.html5dev-software.intel. ... m.php?f=31

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  • You can just name your layouts 001, 002 instead of Level 001 etc. This is simple and saving CPU, regex need more. I am not sure how 001 is count, maybe just as 1, but better to name layout 1,2,3 etc. Then you can display text like a

    "level "&LayoutName

    or something.

    And code you need:

    Condition: LevelNumber > 0
    Action: System > Go to Layout by name LevelNumber (without brackets!)
    [/code:36fqp8db]
    
    If you still need a regex solution ask me, but this is not needed I am sure.
  • ha. This is very nice idea for game. Maybe in time I will play with it some

    Dobry pomysł

  • Emulator in XDK is just another web browser, not device emulator. It emulating device resolution and some other functions, but this is not real emulator, like a in Eclipse or other real SDK's. However, XDK is very good tool, don't get me wrong.

    With your problem, you can disable click "possiblity" for some time, maybe 1s after click, then turn on it again. And good habit is do not place buttons on different layouts in same place (real place on device), because after clicking "go layout 2" you can click also on layout 2 back button for example if is in same place. You must be tricky a little.

    If you have no real device, is much harder. You should have it, but I published my 1st game without and here was no problems, but a lot of pain with checking how it should work.

    If you are working in XDK and you are using sounds, you should use Crosswalk only, because here sound will work 99% where other exports, without some magic, it will not work on 99%.

  • On the beginning, I read a lot on this forum and scirra page about game optimisation and here no solution for my project or maybe I am doing something wrong.

    I have relative large layout with a lot of instances. Main problem is much more over 400 objects with solid state, where game checking colision. We can say, this is some kind of simple open world game, but not exactly. I have ultra simple sprites and graphic, so visuals no matter for fps. Game is slow because sprite placing and colision checking only.

    I tried to disable off screen objects (solid, colision and visiblity). And here go problems well known. However it working in theory, but big loop (object disable/enable) making fps even worse. And without "optimisation" like this it working also bad, not acceptable. I know how to disable/enable objects off screen or over some distance. This is no problem. Problem is, how slow it working.

    My question is:

    * Is possible to efficiently optimise C2 game with over 400 instances, where most of are always off screen?

    * Is possible to do it in free version, just for checking how it works and whether I should stay with my project on Construct 2/html5 or not?

    * If yes - how?

    I have some kind of large maze game, so here must be a lot of colision checks. It is possible to do it in Construct 2?

    Thank you.

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