I am here because I thought it would be good platform for me, because I do not work well with normal typing syntax coding.
I do not know where else to go to make ios apps and out of the three software I reviewed I liked Construct2 best so I bought a license.
But I also like that I can make for web so it is a good fallback, even if it is just for fun.
I now understand HTML5 is not exactly the gaming platform. Hey, if I did not know about this I would say "HTML5?" Isn't that HTML, hypertext markup language? Website pages? haha. ;)
But apparently it is possible to make games using HTML5 or Construct2 would not exist, right?
And apparently you should be possible to make stuff for iOS or else there should not be any exporters, right?
Maybe it is a matter of 1. optimizing, optimizing, and 2. wait for wrapping software to catch up and optimizing THEIR code too.
Oh, nevermind. I am happy you got into a discussion in my thread. So I am not just whining for no reason. But of course, I am doing the classic newbie mistake: see "make your own games", come of beautiful ambitious ideas of making games, trying to make it, only to get the hard truth thrown at you for your too ambitious ideas. ;)
Now back to my project.
The thing is that even if I removed the background (entirely gone nothing left, not even the object itself), and just it be empty layout, albeit still long strip, the game is ssllooooow at same fps rate in cocoon. So I start to wonder what's causing it to be so slow. Is the
bullet behaviour causing this maybe?
I have checked the event list for "every tick" and there's none.
Or would it be all the collision checks?
The "splash" animations every time the block is hit and some more similar stuff?
I wish I had a separate monitor because my 5:4 ratio monitor... I can't see the debug window AND play at same time. ;) I can change windows, and see, but not see in action. hahaa.
Now I have shrunk the level strip from 20 to 10. So it is 7680px high.
Funny thing is that in my normal firefox browser on my desktop computer, when I had one solid 1024x15360px background it is less "choppy" than when I removed that and placed 10 pieces of different backgrounds 1024x768 each. (level shrunk since that). Or maybe it is because of my addition of ice blocks and its snowflake particle effect and animations..
If it is the block's fault then I had an idea that may require quite a lot of "coding" but is to store all the block positions in array (or something suitable) and load the level's blocks when you arrive to that level, destroying everything else. But of course, I have to update the array when player destroy blocks, because my game allow to go back in levels as well as forth... Do you think this will improve the fps? Right now I only have 5 screens out of 10 filled with blocks, though..
Or somehow, set the blocks outside the level area to not be checked for collisions.. hmm.
Back to making ice block animations.... Yet more.. lol. This for the "gleaming" effect once in a while..
And CTRL-C saved me.