ddaan9's Recent Forum Activity

  • You should look at the sine behaviour:

    https://www.scirra.com/manual/103/sine

    Thanks for the input. Never used that before. How should i use it to make to same bouncing behaviour as in my example?

  • Try this example with bullet behavior "Low fps" :

    thanks for your help, but it is not working for me. With the bullet behaviour the ball bounces doesn't bounce in a steady pace. If you watch like 40secconds the ball actually is hardly bouncing but is going over the ground.

    I guess there is no solution.....I don't get why simulate right/left in platform behaviour costs so much collisions checks...

  • I do not understand exactly what you want to do. placed an image illustrative.

    The ball is an enemy that goes from left to right, and back. He must jump like i did before, so his jumping heigt and his speed should remain the same. So it should jump the 50th seccond the same way as the first seccond. It should stay move between the two walls. So actually everything should stay the same, only it should i want to lower the collision checks.

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  • Try this.

    the cap file fix:

    https://www.dropbox.com/s/e92tfy9e5y105 ... 20Fix.capx

    Thanks for your input,

    I tried that one before, but the problem is that they don't bounce synchrone. As soon as the ball hits the wall it starts to bounce random. I need to be able to walk underneath it. The balls should stay the same jump height and at the same pace, so almost precise as my current ball. However i found out that it is the platform simulate key, that causes all the collision checks.

  • Anyone??

  • Adding Trigger once condition in the 5-6 sup events, will help you but not much.

    have you tried to change the behavior, maybe it's from the platform behavior.

    Hi, thanks for the reply

    I tried chancing the behaviour by getting rid of the the instance variable action and replacing it in the event by a mirrored or not. No change.

    But I have no clue how i can get rid of the platform behaviour and get the same results. With a bullet it keeps spinning.

  • Hi guys,

    I made this bouncing behaviour for a ball (see capx). The problem is that it checks for a lot of collisions, on average 1.200 per ball at least. In my game I sometimes have up to 15 balls on screen, so my collision checks (in debugging) are between 15.000 and 25.000. How do I lower these, because my game crashes.

    I tried:

    1 make collision check sub event, real event is when ball is below x

    2 make collision check sub event, real event is when ground i in line of sight.

    Both didn't have a big impact, I only could lower the collision checks with 100-200 per ball, so there still are at least 1.000 checks per ball.

    Help is appreciated!

    Thanks,

    Daan

  • >

    > thanks for your help!

    >

    > But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

    >

    That's playable only because i just make 300 static sprites with "If sprite is overlapping sprite" event, if i make them move, i'm sure the game will crash.

    > OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....

    > And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

    >

    Well i'm not saying that you got crash only because of 21000 collision checks, i can't say surely what causing this, because i don't see a capx. I just want to say that with so much collision checks your game will be playable only on powerful devices like your nexus 5, and will give poor fps on devices like my s3

    hmm...but your galaxys s3 is way more powerfull than my galaxy tab 2 10.1......Still i keep getting between 50 to 60 fps.....Clueless about the problem

    But thanks for your input!

  • a

  • OH and i played like a level over and over again. After 7 times the game crashed....but that was with only 2 enemies. Before i played with 12 enemies.....

    And i know that with every enemy the collision checks goes up significant, so I think the collisions aren't the problem, because the crashes when they are low but when they are high it doesn't......Hate my problem. I will compile with intel xdk now and accept maybe that one doesn't give the problem.

    UPDATE: played for 1hour on both tab and nexus, tried everything to make it crash......it didn't....

  • >

    > Only with Cocoonjs.

    >

    I've made a test project for me with 21000 collision checks, it it gives 50 fps(after 4 minutes of play it drops to 20) on my samsung galaxy s3 in cjs launcher. Maybe that's not causing the crash, but the fps is not good, because if i make the sprites with collision move it will lag like hell, this will make your game unplayable.

    thanks for your help!

    But if it is playable on a galaxy s3, than it should definitely be playable on a nexus 5. The strange thing is on my galaxy tab 2 10.1 it runs on about 50fps, no lag, after i played a couple of seconds...in the start it is about 30fps, it is playable with a minor lag. On my nexus 5 i never had a lag...

  • >

    > Ok, but i was searching the forum and a lot of people had way more collision checks than me and still didn't had problems. Maybe it is Cocoonjs and i have to try another one. It's a shame because my fps is like 50% better than with other ones.....

    >

    > Thanks for your input anyway! If someone else gets the problem, don't hesitate to reply

    >

    Did you try your game on mobile browser? Default or chrome?

    Only with Cocoonjs.

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ddaan9

Member since 20 Feb, 2014

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