Ary_Ary's Recent Forum Activity

  • Hello Ary_Ary! with this info its really hard to understand why performance it´s jaggy or so slow in your code.

    This up and down on fps its a problem we always faced in construction but there is some workarounds could be applied...

    if you share a CAPX will be more simple to help you.

    Well I managed to solve it. Instead of creating and destroying enemies, I changed the system in a way that It creates all enemies only once and then it just repositions them whenever needed. It doesn't create and destroy each object.

  • Hi. I'm making a vertical scrolling game, the gameplay is like whenever you're touching the screen, the character moves up and each 3-4 seconds an enemy shows up at the top of the screen, they move right to left and you should not collide with them.

    The way I programmed the movement of character is that it actually goes up (I don't move the background to make an illusion of moving) so the game should create who things: background and enemies (there are 13 kinds of enemies in total).

    And I have all my enemies in the game layout and I destroy them 1 second after start of layout (I did it to avoid jank).Also there are a couple of things the game does at start of layout, ir checks for an item in local storage (high score item), it sets position of an object, it sets two variables and there's a lite tween gesture that starts in the start of layout (it's basically resizing an object). Image memory usage in my phone (Xperia XA1) is about 36 mbs and cpu usage is about 70 at start of layout but after 7-8 seconds decreases to 35-40. Framerate at start is about 45 but after 2-3 seconds increases to 60.

    The problem is I still experience janks! There are no frame rate drops but I experience lag and janks and I have no idea what to do anymore.

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  • no one?

  • Hi.

    So I'm trying to connect my game to google play games but there's a problem I can't fix.

    I created the game in game services and linked the android app to it. I also linked a web app to the game with "Authorized JavaScript origins" and "Authorized redirect URIs" set to: "http://localhost".

    Then I did two tests, first I entered "client id" and "SHA-1 certificate fingerprint" of android app to the game (google play plugin properties), then I entered "client id" and "secret id" of web app, tested the game and in both cases when I'm trying to sign in I get this error:

    Then I added this line to config.xml:

    <preference name="OverrideUserAgent" value="Mozilla/5.0 Google" />

    It fixed the problem but now there's an other one, when I try to sign in, it opens a web page to google login page, while the whole point is to use the play games app.

    and this is my events for this test, i'd really appreciate any help.

  • Hello everyone.

    So I'm making a casual mobile game, the enemies come from the outside of the layout toward the center (where the character is) and you should destroy them by tapping them. I have a power up that destroys 5 random enemies at once, so I used "pick random instance of an object" (I put it in a repeat loop to be repeated for 5 times), the problem is sometimes it destroys 2 enemy, sometimes 1, sometimes 0 (but mostly 5) and it obviously shouldn't be like this. any solutions?

    Thanks!

  • Hi everyone. So I'm making a vertical shooter for mobile and I got a problem. The character should only move in the bottom half of the screen but, it should be controllable from the upper half too. So when you're touching the bottom half, the character goes where the touch goes, and when you're touching the upper half the character should stay in the bottom half (it can go right left down but not up).

    I appreciate your help <3

  • 10 Gb is insane! I don't think that fiddling with sprites (loading/unloading them) will make much difference.

    You definitely need to rethink how you manage animations in your game - significantly reduce their size, use fewer frames, break into modular sprites (see Spriter), use effects instead etc.

    I did some tests and it worked fine... And yes the problem mainly is about resolution of frames, I tried reducing them to 50%, it kinda ruined the visual quality. I'm thinking about considering this at the last solution.

  • You certainly use Construct 3?

    You could make a new layout, call it "assets". Before you load your actual level, you can have it preloaded via Construct 3. I hope you understand roughly what I mean. This would make sure that your sprites are not always created from scratch after you have created them.

    Tnx!

    No actually I'm using c2 for this project...

  • Put all these sprites on the layout, and destroy them on start of the layout. They will be loaded into memory, and there will be no lag when you create them in runtime. (But there will be a bigger delay when the layout is loaded)

    Thanks for your answer!

    If I do so, ram usage at the start of the game (in export file) will be about 10 gbs! Out problem mainly is ram usage at the start.

  • Hello everyone.

    I'm working on a game and we have a lot of animations for characters so as you can guess we got some performance problems. As a solution I decided to create more than one sprite for my character and then set one or two animations to each sprite and create each sprite when needed (and destroy others as well). Now the problem is when a sprite is gonna be created - for the first time - there's a little lag, but as I said it happens only on the first time for each sprite.

    Any solution?

  • Hi. I'm working on a fighting game right now and I'm gonna have some combos for it as well. I have a combo that is done by hitting one button over and over, so when you hit the button for the first time, animation 1 will run, when you hit it again animation 2 etc. But there's a problem, I want all of animations to be run one after another, no matter how many times the player hits the button, like I want animation 2 to start right after animation 1 finishes and etc.

    Any suggestions?

    Thanks!

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Ary_Ary

Member since 22 Jan, 2020

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