matrixreal's Recent Forum Activity

  • i think that "container layout" is not good idea ...

  • > hi,

    > i've tried the same now - export the game with intel xdk and using the Android option = game much samlaller BUT ~14 FPS. if i'm using Crosswalk without adMob i get 60FPS

    > any idea? does i need to change something inside the construct 2 project also?

    >

    > thanks

    >

    I stopped using AdMob all together, turns out it's not great to use. Right now I'm using Tappx to get downloads: http://www.tappx.com/?h=9b2833a277f7f6c5a0d53480ef2351ae

    Install this plugin in intel XDK https://github.com/appfeel/tappx-phonegap and then use Browser > javascript (in construct) to call an ad.

    how you use javascript in construct to call a ad ?

    i need it for chartboost interstitiel

  • wow its amazing thanks ashley for confirm that

    my result with "every 0.1 seconds + is overlap " instead of "is overlap" alone are

    fsp : 55 instead of 49

    cpu usage : 17% instead of 28%

    collisions checks : 110 intead of 450

    its clearly different and i see that we earn a huge performances

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  • Yes, it will use collision cells. The collision condition only needs to be the first condition in the event referring to those object types. "Every X seconds" is a system condition so does not refer to any object types. If you had a condition before it picking any "enemy" or "player" instances, that would force it to skip collision cells.

    is that mean to make the event like that ?

    is overlapping object

    every X seconds

    or

    every X seconds

    is overlapping object

    ?

  • up !

  • how do you manage to get so many downloads/day?

    keywords, game description, screen shoot and rates for other games

  • any help please ?

  • yes then its better to use "on collision" ...

    but why the cpu usage drop to 20 % when we use is overlap instead of using on collisions

  • hi all,

    i'm searching about chartboost ejecta plugin

    any one have it ?

    thanks in advance

  • Colludium

    Unfortunately, even if the window and layout dimensions are identical (which means C2 only creates a single cell, https://www.scirra.com/blog/ashley/6/collision-cell-optimisation-in-r155), I still see the same performance degradation with the collision_test_capx sample.

    Oddly, I've never run into this issue even with thousands of objects in a level with "On Collision" because I have a hibernation system that periodically puts objects that are too far away from the player into a "suspended state". Then, I have upper-level picking conditions filter only active objects before the "On Collision" subevent.

    This is in contrast to C2 best practices: (quote from Ashley)

    [quote:2iv7jitu]Make sure collision conditions are the first condition in the top-level event. When no objects are picked, the collision conditions can make efficient use of collision cells to reduce the number of checks made, ensuring performance is good in all circumstances.

    If Is overlapping (or On collision) comes after another condition which has picked certain instances, it can no longer use collision cells ... If a prior condition picked a large number of instances, it must brute-force collision checks again.

    I agree with what everyone has said so far, I'd love to get some official feedback about this.

    hi

    what does mean this "Make sure collision conditions are the first condition in the top-level event" ?

    and as ashley say "is overlape=cell collisions (new method)" and "on collisions=brute force (old method)

    so i think we should use is overlapping method for betterperformance

  • it seem that work only with web gl

    i don't use webgl

    can i do it without webgl ?

    thanks

  • Its primarily the "On collision" under setup, try to disable that and let it run again. You shouldn't use "On collision" it is a performance killer

    and what you suggest to replace "on collision" ?

    overlapping ?

    and what is the difference between them

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matrixreal

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