matrixreal's Recent Forum Activity

  • hi,

    iam using 200 object moving on every tich self.y+5*60*dt and destroy them when y > 800

    i know its too much ... iam trying to use groups on even sheet but i see that i have same performance

    cpu usage is about 40 to 50 %

    and the game is really slow on mobile

    any suggest ?

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  • hi

    your game look good

    but just tell me

    have your tryed you game on galaxy s1 i9100 ? have you problems regarding performances ?

    and what about 100 levels ? is it 100 layouts ?

    any thanks

  • ok

    i will make soon good update and i will post it here for rate

    because when you update your game the rates go deleted

    and i think to ask the administrator to make this post as sticky so we can post here all our games and every body rate others games ... and believe me rates are important

  • great idea .... if all members do this we will get more than 1000 review and can be on the top of the store

    what is your game in appstore ? maybe i can rate it

  • maybe for ios .... safari dont support multiplayer Peer to Peer

  • yes in this case

    in case of adventure game with a lot of changing background and maybe moving it, a lot of sprite (ennemy and their animation), the player with his different animation .... creating that on start of lyout will lagg the game in start and make it unplayable ....

    remember to preload sound and music , believe me that will optimize performance

    iam testing all optimisation regarding all options and probability .... and i will post on forum "the final optimisation tips" specially for mobile phone (iphone 4 , galaxy s1) because these phone are not expensive and every person have at least these phone ... and specially because games are played by kids

  • To get rid of the rough edges turn off pixel rounding and set sampling to linear in project properties..

    You are going to have to make a choice though..

    A beautiful pixel-perfect game or a game that is actually playable..

    Nobody is going to notice a bit of stretching of sprites in the background and it could save a lot of memory..

    Turning of collision does help a great deal..

    Using the tilemap works too, although you should decide later if the effect is nice-looking enough, else you could always create the sprites again at the tilemap positions.. (Creating the layout using tilemap is much quicker)

    Be sure to use tiledbackground and/or 9patch as much as possible, for it reduces image memory a lot too..

    If the game runs smoothly on a desktop, it will run smoothly on WiiU, so that's a good indicator..

    turning off collisions of unused object (sprite) DONT HELP or Change anythings

    because collisions are checked if you use collisions action in even sheet ....

    however , i would like to understand about creating layout using tilemap ????

  • ah ok you want to optimize at maximum performance on mobile phone , since and specially because you have a lot of sprites ??? thats true ?

  • why you need to create object on other layout?

    just create it on start of the next layout...... no?

  • wow i wonder it ...

    use 458 objects (sprites) and you get 60 fsp and and 8% of cpu .... i wonder to know how to do it ... maybe u use groups ?

    in my case , i use only 250 object and get bad performance ... about 45 , 37 FSP .... and believe me its heal on iphone 4s (slow)

  • The only workaround I know is to lower the resolution of the sprites. It works great for mobiles.

    to lower resolution of sprite ?

    can you give us an example ?

  • hi

    any one can help me please in this case ?

    thanks in advance

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matrixreal

Member since 2 Mar, 2014

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