Pandy's Recent Forum Activity

  • Do you think rooted phones with changed Governor settings might have some performance variations for C2 projects.

  • russpuppy Can you explain on what you mean by memory issues and how you tackle them.

    ByR Keep your layout as it always was, just add a fake loading screen (to be topmost in the Z order). Destroy it after a wait event , you can set the 'wait event' time by testing how long it takes for your game's fps to normalize. I don't know why the fps instability happens at the start tho.

  • Previous version of what?. Should i remove the 3rd party plugins?.

  • Yup i do something similar, i also put in a fake loading screen when moving from layout to layout.

  • So i'm a bit confused as to what has been happening to this release of the plugin. So, have all the issues been fixed?. Can i download the plugin from here ( https://github.com/ludei/Construct-2-plugin ) and get everything working as intended or are there other files to download from elsewhere?. Any setting to be altered after installing?.

    Sorry for the noob questions.

  • I guess that's cause of the higher cpu usage ionC2 mentioned. So we can conclude that there will only be a noticeable performance improvement if we enable/disable collision only with objects that interact most frequently.

  • Hey all,

    I have a question on alerts that are caused by 3rd party plugins on cacoonjs.

    When i preview my game on the cacoonjs app on android i get the ALERT

    ( Javascript error

    SyntaxError: Unexpected token ILLEGAL

    WebStorage_common.js,line (col undefined)

    This is either a bug in C2 or a problem in a 3rd party plugin or behavior...)

    Now the thing is the game runs fine even tho the alert comes up, albeit the game starts only after 10s ( i'm not sure if that's normal while previewing)

    Now i don't use any 3rd party plugins in my game but i do have a couple in C2. Do these alerts occur if i used the 3rd party plugin in my game or cause it's present in C2( and not used in the game).

    And anybody know why the above mentioned alert pops up and how to prevent it?.

    Sorry if i posted this in the wrong section

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  • Yup same here, a clear performance improvement. But i guess this depends on the number of objects you have for which you have to enable/disable collision.

  • Oh i didn't know that, but i have my objects on the layout from the start. I don't have a create event for it and i also don't destroy any of them. But i did realize there was no point in having them all at the start but there comes a time in the layout where almost all the objects are on screen together and the collision checks happen.

  • Hey all

    I am having trouble trying to figure out why collision checks happen even though all the objects in that layout(main menu) have collisions disabled.

    In my menu i've got the buttons and text to move in and out of the screen as needed when touched. In the Debugger it shows that the collision checks happen when the objects are moving and then back to zero checks when they have reached their destination position.

    I have double checked and all the objects have collisions disabled and i've even put them in a family and disabled collisions on startup. But it's the same.

    I noticed that when i put a new object with frames in them ,the collision checks had increased in count, could it be anything to do with objects with animation frames?.

  • Hello all,

    So i have a ragdoll type character in my game whose body parts(legs,hands,feet etc etc.) are all attached to their respective neighbor parts via revolute joints(physics behavior). Now when i previewed my game over lan with the cacoonjs app on android, some of the body parts were higher in position( Y value ) than they were supposed to be. They are not in the same position as i had placed them on the layout or as it shows when previewing on desktop.

    This is not for all the body parts, the left leg of the char is noticeably higher than the right leg and both shoulders are also higher up the body making it look kinda weird. I have put an 'on start of layout' event that places the body parts in their desired positions but it still gets offset.

    Is this a bug?

  • [quote:3r8eqs02]What my group does is it actually turn Off/On whether an object should even be checked for collisions based on distance between objects.

    Oh, i was using the 'distance>/<n' as megatronx was saying. I thought you were just using groups for your convenience.

    I need to know how to do this, ill try to figure it out, but if you don't mind giving a quick tut.

    And i noticed that instance variables aren't triggered or set as needed when the 'overlapping..' condition is met, it gets triggered or set when 'on collision..' conditions .

    Oh thanks you put up an example.

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Pandy

Member since 1 Mar, 2014

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