helena's Recent Forum Activity

  • lunarray, your capx works. I see your have put the value in quotes. I will try again with that. Thanks.

  • lunarray

    Hello!

    I have found a bug in the "Create/Initalize Tween" dialog box.

    (Parameters for ..... )

    The Target text box has wrong variable type attached to it. I tried to add target value: 100,100 but got to reply it is error, it needs to be STRING it said... So it is impossible to use. I even tried to add 100, 100 in quotes but it won't help much.

    Thank you. Love litetween otherwise.

  • So on mobiles it is favorable to use tiledbg even if the size itself is bigger then?

  • Have to edit: it not only needs to be square it needs to be incremented in 32-64-128...

    Edit: I misunderstood again, it can be non-square apparently. Whee.

  • The answer is easy: Tiled Background is better for the optimization if you just want to show static graphic.

    But I have a problem with blurry graphic. I searched forum and came to conclusion, it has to be power of 2, so I guess it mean that if the graphic is 392px wide it has to be 392px high.

    Now I wonder. I have graphic that is 392x75. What would be better optimization-wise: make that 392x392 (having alpha to hide rest) in tiled background OR make it a sprite and turn off collisions and whatnot, keeping the file size small?

    In my case it is the sprites that are sharp and the tiled background that are blurry.

    Thank you! <img src="smileys/smiley20.gif" border="0" align="middle" />

  • Joannak, thank you, yet more suggestions!

    Good thinking about the polygons. I am going to look at this, I think polygons is unnecessary in many cases.

    And about the graphics. Oh, do not worry. I agree it is not ideal and I think it is straining eyes too, but now basically everything is placeholder sprites with exception for the blocks and their stuff, and the tube. I am also gonna replace the ball, I am not happy with it because of same reason you mentioned.

    Regarding the tube. It is fuzzy now when I replaced it with tilebackground instead for sprite. Have to look it up.

    Joannak, btw, have to give you compliment, you seem to just have been here basically as long as me but you already are like a guru. Wow, color me impressed. :)

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  • Sorry, old ctrl+v, whoops. Editing now, typing from memory.

    I am spamming my thread, I know.

    I have optimized the game as you suggested (I think I got em all, or at least mostly) and some my own optimizations.

    I decided to give it in a try in cocoonjs, not really excepting anything. But now it runs at 45-60 fps, before 5.

    I notice, the more blocks one level has, lower fps. As the blocks disappears, and less collision checks to do, higher fps. naturally.

    Fifth level is ice block level and that's the slowest level, only 25-30 fps. And I spotted a couple of bugs there too. Other than those the game runs as it should.

    I feel more optimistic now. Thanks.

  • I figured out the "find the objects in the range" I talked about.

    Easy enough, object X Is on Screen... yeah. :)

    I effed up with the saves, so I lost the changes I did with the sprites -> tilebackgrounds, so I am redoing it now. No biggie, I know what to do.

  • And now I am back and I can do some C2 work again.

    Arima: I am so sorry I forgot that one. My ipad is ipad4.

    Joannak

    THANK YOU for taking a peek too. You said many things I already knew by now, and some new things too.

    Now I hope I can figure out the "find all the blocks in the level range and render them enabled in collision checks" :)

    And now I am going to remove the capx from my server, thank you. I might add again later improved version.

  • Doing all nighter, so I need go and get some sleep.

    But maybe you could help me with one small thing meanwhile.

    I disabled collision on all the blocks by default. Then I thought if I could do like this:

    At start of Layout:

    LevelPositionSprite is overlapping Block: Block set collision enabled

    (and have similar event after level change)

    but nope...

    But of course, I need sleep too. ;)

  • and newt, ok! I will look up if it will work with tiled bg for the follow camera, and for the overlap checks.

    I also realize now I can change many of the objects to tiledbg instead for sprite.. The purely decorative ones, non animated. LOTS of work ahead. haha.

  • Thank you for being the first one to examine.

    That's why I decided to show the capx: I am a novice by almost 2 weeks now. :D

    Background have collision enabled, that's no good. hahaa.

    Too many collision.. mm not surprised.

    Ok, will change 9-patch to normal sprites OR do away with them entirely, I am almost on verge doing it already because I do not want to make the special cover blocks for them too... But the hard block would work best as 9-patch.. maybe only that would be ok?

    Thank you again, now I know what's eating power, and now I am gonna optimize the collision checks.

    Thank you again, I feel humble.

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helena

Member since 1 Jan, 2014

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