Pandy's Forum Posts

  • DuckfaceNinja

    Yeah, i just realized my function calls another function which in turn calls itself. Group calls group2 which in turn calls itself. I guess there's where the issue is. Top of that it occurs for multiple objects.

    Function calling a function is kind of a nested loop, right? . Now i have to rework them argh.

    Thanks for the help.

  • DuckfaceNinja

    Ok, will do.

    Can you clarify one thing for me please.

    Triggered functions take up cpu too as well ,right?

    For example. Enemy near player > call function("enemy slow")

    and on function("enemy slow") > enemy speed half and enemy fire rate half and etc etc .....

    Imagine that the function calls a lot of actions ,like 10 or so. This would make cpu usage high.

    My problem was that the cpu usage for functions in groups were barely showing 0.2%. That's why i put the group(GROUP and GROUP2) withing the triggered functions ,and then i got such high values and also the weird total group cpu usage.

    It's all irritating now, especially when i'm trying to make the project more efficient.

    Thanks for your input anyways, i'll upload a capx when i'm done with the days work.

  • Group and Group2 are groups that i've placed inside triggered functions which in turn are inside the group 'm' which in turn is in group 'three=1'

    Why is group 'm' showing 0% and -30.2% self? Negative sign?

  • Katala

    Yeah, but then the game has to check every tick if each enemy is near the player. I just wanted to know if there was any workaround for the game having to check every tick for any condition for any object.

    Thanks anywyas

  • Ashley

    I placed the event under a group and got the cpu usage of the group from the 'profile' tab in the debugger.

    I have a feeling i'm confusing everyone.

    It's basically

    Pick by evaluate: enemy with half health and enemy is near player > call function ("Set enemy speed to half")

    This takes upto 5% cpu when my game is idling and increases on gameplay. Reducing to once every 3 ticks reduces it to about 2% or so at idle.

    I'm just trying to to see if i can reduce cpu usage wherever possible.

    Thanks

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  • LittleStain

    I actually do have a lot of instances of the object to be checked. How do you suggest limiting the amount of instances?.

    I mean how do you limit the amount, without adding more conditions for the picking.

  • Ashley

    I think i worded it wrong in haste, but what i wanted to refer to was the 'Pick by evaluate' instance. And when i meant by 'game feel slow' i didn't mean lag, i meant the game progression is based on the picking, and since i made it every 3 ticks, it doesn't progress every tick but rather every 3rd ticks.

    Picking by evaluate every tick makes cpu usage high, right?

    And also, does cpu utilisation of functions come under 'events' or 'engine' in the debugger?

    Thanks.

    ( I might have worded some things wrong if you are unsure of what i'm trying to say. )

  • I have an event where i have to pick an object which come under certain conditions, and then call a function. This is seems to be cpu intensive at times. I made so that the object picking occurs only once every 3 ticks which has helped in reducing cpu usage, but it also makes the game feel slow. I was wondering if there were any plugins/behavior/tip/tricks to make object picking less cpu intensive.

  • Hey all,

    Is there a way or trick to reduce the draw cell cpu usage?. In my project there a lot of objects moving around. I have been able to reduce the cpu usage of my events to a point where the draw cells take up more cpu. So i was wondering if it can be reduced in any way.

    Thanks

  • Hey all,

    I just noticed in the debug that sprite fonts and text boxes have collisions set to enabled. How do i make them disabled on startup. Unlike normal sprites there are no options for sprite fonts to turn off their collisions.

    And also 'touch' also seems to use collisions to detect if it's touching an object or not. Is there a work around for this? I have a lot on sprites on screen and touching makes the collision check count jump to very high values.

  • That's good new. But it's another 12$. Guess it's not that much considering the circumstances. But with Scirra supporting Crosswalk, it should have a working free IAP plugin of it's own for the paid users.

    Golden era is about to begin. cross fingers.

  • Cranberrygame's Phonegap IAP plugin makes IAP possible in Crosswalk ?. All IAP services working as intended?

  • IntelRobert

    Any idea as to when we can expect IAP to be implemented. I'm sure many are ready to jump to crosswalk if/when it gets a working IAP system.

  • Hey all,

    So i went about trying to create a grid with the help of arrays, and i pretty much was able to do it with the help of 'For loops' and loopindexes. But it's only simple square or rectangle grids that i can create by manipulating the start/end indexes of the For loops. What i want to achieve is complex grids. For example a grid that looks like a circle, or where every even/odd row/column is shorter than the next row/column, or a grid with a hole in the center. Basically the ability to manipulate the grid with variables. I've grinded to a halt trying to get my head around it.

    If anyone can lead me to a possible solution, i'd really appreciate it.

  • So crosswalk can do iap?. I'm also not that big into ads, but the only thing keeping me from crosswalk was all the talk about the much lower fps than cjs, But if a game is simple enough i guess a lower stable fps is better than a higher jittering fps.

    And do you have any idea if multiplayer works with crosswalk. It doesen't with cjs apparently.

    I guess that you have to dig deep into how these webstorages work to fix the incompatibility. I've noticed where users complain about lost saved files after update and the comments weren't nice. So it's pretty critical for you.

    You can try to introduce the naming thing in a cjs version update. State in your game's google play page that the update is necessary/important/critical for further updates to work. Or maybe try adding the push notifications into your game, which reminds players of updating. Just trying to give some ideas. Best of luck