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  • > [quote:l2xw0816]Getting rid of objects outside layout will help (they normally are collision checked, and even if not because of collision cells, it still helps a little),

    >

    What do you mean with that they are normally checked if outside layout, its standard that they are excluded if outside layout, or do you mean something else?

    I meant that even if they are outside the layout, they still exist, and C2 still register collisions with them from my experience. Which is normal, not every game can satisfy itself with a predefined layout size.(however, most likely the collision cells will filter that out).

    yes

    and if thats like you said better add condition to collisions script

    for example like i said

    if object A (player) is on collisions with object B (ennemy)

    and if object B is on screen

    this will tel to construct engine to calculate colissions only if object B is on screen

    ??? am i logic ?

  • Also destroy outside.layout saves memory by removing objects no longer in pay. Make sure all you collision check objects are on layers with the same parallax values or it breaks the collision checks. I also disable collisions for objects that are not on those layers such as the UI etc....

    mmm good idea

    is that mean that we have to add another condition to collisions object with another object ?

    for example : if object A (player) is on collision with B (ennemy) (and another condition if object B is on screen ? or on layout ) ?

    yes , no ?

  • Getting rid of objects outside layout will help (they normally are collision checked, and even if not because of collision cells, it still helps a little), reducing collison polygon of object could help during intense phases.

    If your ennemies have an AI that doesn't need to be active when not on screen, you could do something for that too.

    Some collisions maybe could be check only each other ticks.

    At the end, the goal is to keep the amount of calculations as low as possible, while preserving the game.

    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

  • thanks nimos100

    other question ... if we reduce collisions polygone (of player and ennemy for example) ... will this affect collisions calculations and also some performance ?

  • if we destroy object ... outside layout ... may this will reduce collisions calculations ? no ?

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  • hi,

    thanks a lot for your hard work ... really

    is that mean that exporting with webgl on will not crash ? if i understand ... because without this trick ... when you export to ejecta with webgl on ... and you run your app in your device it work but when you press home button and return to app it crash ...

    other question ... will this trick (exporting with webgl on with trick of ashly) optimise performances ?

  • mmmm ok

    but can you explaim me why ?

    and you prefer destroy the object or not ?

  • hi all,

    i read all tutorial about game optimisations and that give me some results but i just want to know ...

    specially on ios ...

    when we destroy object when its out side layout (specially animated one) .... that affect the optimisations (fsp and processeur memory usage ... ) ???

    i have make game ... and sometimes when i simulate it on xcode i get 54 on fsp and 98% processor usage and game turn to be slower ....

    thanks for reply

    i use ejecta to export and my game is simple ...

  • thanks for reply i will work on it

    (i do bullet on behaviors on ennemy with set to inital position to desable, and when player is on collision with some thing witch is invisible) ... then i do set platform y to value and at the same time set bullet speed to value ) ... and get what i want ...

    but i think that what you suggest is better and more powerful and efficace....

  • thanks a lot thats work great

  • hi all,

    iam trying to do something in construct 2 but not find how to do it

    i just need that when player touch some object on layer , the ennemey jump to him

    thanks for help

    like picture in attached ...

    hostingpics.net/viewer.php

  • hi all,

    any one can told me how can i do earthquake effect ?

    for example when object collide other object i get layout earthquake effect ?

    thanks

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matrixreal

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