matrixreal's Recent Forum Activity

  • what you want optimize ? the size or the game play ?

  • really ... nice game

    congrats silverforce

  • >

    >

    > thanks aphrodite ... you are really like aphrodite in mythology (saverrrr)

    > yes this why i was thinking to destroy object when its outside layout maybe will reduce the collisions calculations ... so as i understand i will help (just little but better than nothing ...)

    > and for reduce polygons collisions on object (as you sad i have object with some parts that not need to be checked for example only their X and not ther Y so ... that will help ??? yes ?

    >

    > finally i just not understand something ...

    > when you say "Some collisions maybe could be check only each other ticks."

    > that mean that i have to add another condition to "when object 1 is on collisions with another object B" for example every tick or every seconde ?

    >

    > thanks a lot for all

    >

    > i just finish my game and publish it on appstore ... but i see that its slower on iphone 4

    > so i would like to improve performance at maximum for iphone 4

    >

    For the collisions, C2 already checks only the bounding box first, then if the bounding box are indeed colliding(very fast to calculate), it checks the true collisions, this can be slower depending on the complexity of the collision polygon, also C2 arranges everything in different cells (areas) if it is possible to reduce the collision checks, but other than that, I do not know much about how it is done.

    As for not checking every tick, I would say for exemple a large (relatively speaking, testing will tell if it works or not) projectile can checks if it is colliding with the player only one tick out of two for exemple, to achieve that, you can add the system condition "Compare two values: tickcount%2 equal to 0", that may help (it could also cause problems in some cases, but I consider that this kind of projectile will be destroyed right after colliding)

    I do not know much about your game so I cannot help a lot, the debugger feature of C2 may help you see what parts are cpu consumming.

    Also, it may be possible that graphics are what kneel you game down, but not sure about that

    you are master aphrodite ...

    but what you mean exactly by the collisions polygons ? the number of polygone or surface of collisions ?

    and maybe if you have time , i can send you my full game to take look on it

  • > Ashley

    > dont forget that cocoonjs maybe is complicated but faster and performance accelerated using canvas + and support as well web-gl better than ejecta

    >

    It is not complexity the problem, it is than not only it is not based on a browser technology (ejecta suffer the same issue), it cannot be edited in any way possible by scirra (ejecta atleast can be modified incase of a big issue, I think crosswalk can also be modified too, and phonegap rely on the device itself to do everything), AFAIK there is no way to compile your application offline, or to an ancien version (crosswalk suffer the same issue I think, unless there is a way to mount a crosswalk app offline?), the memory management C2 does is not compatible with cocoonJS and it does not seem to be in ludei's plan to change that, also I think there are solutions to have advertisement and in app purchase in crosswalk and phonegap, not sure about ejecta though, so this argument is for iOS only, CocoonJS does not support all of C2's basic features, and if they do ANOTHER breaking update, user will complain to scirra once again, it is not about JS performances only, it is also about compatibility, you cannot make a big game on cocoonJS nor use all of C2's feature.

    It should not be advertised as an export option of C2, since scirra has 0 control over it (ludei does not seemto care about the request of scirra, scirra cannot correct things by themselves, they cannot do anything, at least intel is listening, while crosswalk has issues, it is still better to make it work than to rely on cocoonJS, and ejecta can be modified in case of a big issue), and so should be depreciated (still usable, but not listed as the others exporters are shown) because it is not a main target of C2.

    As for the main subject of the thread: The plugin is now maintained by a third party only (the community), so it is a third party plugin, but a note about that in the plugin description would be nice to have(with a link to the github maybe?).

    i agree with all what you say but just one thing about memory management

    i , (other users) prefer that the game lunched slow at start (with cocconjs) and be playable quick and fast than run faster and take some lag between layout and on lyout (ejecta memory management)

    i prefer to load every thing at start and wait for some seconds than load fast and have lags on game ...

    thats why ... iam going to turn into cocoonjs

    i see one game on appstore wich have super explosion bomb effect and i try it on my old 3gs and it run perfectly wihout any lagging ... this game was compiled with cocoonjs

  • Ashley

    dont forget that cocoonjs maybe is complicated but faster and performance accelerated using canvas + and support as well web-gl better than ejecta

  • If you are asking me I used this set up. The "kimspeed" is set to 700 in my game.

    I used a global variable/bolean that toggles every touch on screen. So if left is true if goes left else it goes to the right

    [attachment=0:3i4erxlk][/attachment:3i4erxlk]

    thats is simple move left / right by touch the screen

    but if you see the swing copter particularity that when you change direction, there is a little decceleration effect that make the game difficult and addictif then , in the same game , you have to avoid obstacles and by touching the screen not on any moments , but on special moment that make the player not colloide with the obstacles or you die

    what about performance in older device ?

  • hi,

    i will try to demonstrate as simple example

    layout a (player touch the coin update score and show it) and when go to next layout the score is shown ... ok

    layout A

    player on collisions with coin === coin destroy , add 1 to score (global variable) , set text box score to "" & score ( global variable)

    layout B

    on start of lyout === set text to "" & score ( global variable)

    if you do like that , it will work

  • and if you set webgl to on , it will look better too

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  • hi,

    i want to understand how to use tiled background

    i have parts of background (sized (650,250)

    what i use the 32x32 or 64x64 or 128x128 (the picture in tiled background) and after that resize it by mouse on layer ....

    thanks in advance

  • hi,

    i would like to know how you do to change sprite

    for exemple

    i have the same layout wich is played but with different sprite (player) that i select on firty layout !!!

    and every sprite have animation

    in my case i create different layout with the different sprite but i would like to know i there any solution to just change sprite on the same layout ? because it take me time to change all the action depending the sprite

    thanks

  • i don't understand what exactly "preload action" do ?

    is it mean that it will "preload" all sounds on start of the project (first layout) and then after in other layout it will just play it ? (even they are preloaded on memory )

    and if we add action "preload sound" on layout A , it will be ok for layout B ? or we need to preload sound for every layout ???

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matrixreal

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