ForgedByHand's Recent Forum Activity

  • Didnt help, just jumps between the start and endY values.

  • Hah! Just found this, will see if it helps me.

  • I may be insane, but I'm using Construct to build a productivity app, part of the app contains a calendar which queries a database, I have that working correctly - and pretty jazzy it is too! What I also want is a key that slides in from the bottom of the screen, clicking on a hide button - hides the key.

    I have the movement working partially, the show_key works perfectly, but when I want to hide the object it only moves a small way and then stops. It's like its fallen out of a loop somehow.

    Weirdness ensues because I use exactly the same code structure for each function.

    I don't have a capx, but have attached a shot of the associated events. What have I done wrong guys?

  • Once I removed all text objects and replaced them with SpriteFont+ objects... Perfecto!

    Plus it means less faffing around with webfonts now so makes life easier for me. Well chuffed!

    Thanks for the tips toublesum, I'll have a poke around in my events and see where I can put them into action.

  • I'm not too fussed about the lag caused by the iframe as it isn't really noticeable, but the fps hit I was taking from the set text call was.

    I'll set up a function I can call for the score update. Thanks for the tip.

  • That made a HUGE difference! Theres still a slight hitch when an iframe updates but that could well be to do with my staging servers crappy response times. Definitely a move in the right direction. Thanks very much.

  • This is a weird one, I've put together a simple game which works perfectly on desktop, but when I test it on a mobile platform using the wifi debugger I find that the game lags massively under the start and end conditions.

    During the game performance is fine, I can get 55 fps on Crosswalk, but during the start and fail conditions I get 6-12 fps!

    The game is physics based but at no point does the physics engine demand more than 2% of cpu time.

    Checking the profiler shows that drawing calls increase during the start and end conditions - on mobile platforms they take up 93% of CPU time, but essentially theres only one animated sprite on screen & 7 tiled background distributed through 7 layers, I'm scrolling these infinitely so they're pretty tiny.

    Can anyone spot anything in my event sheet that might be causing the system to make lots of draw calls? The games so simple I have no idea what I could have done wrong!

    It lags on startup when its loading the assets which I kind of expect but as soon as the timer throwball completes the fps shoot up

    Then as soon as the fail conditions are met the fps fall off a cliff

  • Cheers dude, I'll try that out - My version doesn't work when I export to mobile, the music isn't muted.

  • Ahah I got it. There was a lot of useful info in this post.

    https://www.scirra.com/forum/viewtopic.php?f=147&t=94232&p=787842&hilit=mute#p787842

    Here's my event, I've reverted back to a single button with 2 frames of animation - works perfectly. Not tested it on mobile yet though.

  • Even this with 2 seperate objects doesn't work! Nothing happens when I click, but if I disable the unmute touch event then the mute touch event works perfectly!

    I'm confused.

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  • Nup, didn't work. I also tried it as shown below. I'm thinking the editor doesn't like more than one touch test being assigned to a single object. Can anyone confirm?

  • Good advice, I'll give a try an check the rest of the project as well.

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ForgedByHand

Member since 21 Dec, 2013

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