PixelPower's Forum Posts

    Ok , Ok the battle is over!! The Unity 5 series is filled with tons of bugs. Got to sections like the android section where they talk about codes and games, now go past the sticky topics haha the android section looks like the bug report section go look

    http://forum.unity3d.com/forums/android-development.30/

    Now go to the windows section and its even worst over there, some games are causing malware to form WTF!! Go past the sticky topic's and look at all the problems

    http://forum.unity3d.com/forums/windows-development.50/

    Now after all that I triple dare you go into the bugs report section oh wait you can't because they deleted it off the official forums page!!

    http://forum.unity3d.com/

    Go check yourself and see if they put the section back up. Last time I check they deleted it. I don't want to hear crap about Unity vs C2 the fight is over !! If you still want to use Unity better find the Unity 4.6 and under. All new Unity versions are horrible.

  • Damn that's rough maybe the info on your account got erased when they did maintenance on their server. I think its on sale now for the Windows PC version so grab a copy of that its more secure. Matter of fact Construct2 is running a sale so go grab yourself a copy

  • > If you follow these then you game should run fine.

    >

    > mobile-optimization-tutorial-version2_t181811

    >

    but what about a blank project shoing low frame rates >>>

    I had take a new project entirely blank project

    just added 2 extra layers

    Result : ==>>> 40-45 fps

    i just created a global variable and copy paste it 15 times

    i have notice here every single variable effect frames

    create global variable 1 by 1

    it decreasing speed

    Ok I really never used the debugger for feedback , just actual testing of how the game runs when I play it. The reason is the debugger can say the game is running 10fps but when you play the game its running silky smooth leading up to the point that its the debugger using up precious resources or miscalculating .

    If each global variable decreased game speed , my games would run terrible. Did you do a device test yet or just the debugger? I have a hard time figuring out how your game is moving slowly with hardly anything in it.

    Look at this video

    Subscribe to Construct videos now

    Try your game on the device and test actual performance rather than relying on debugger too heavily.

  • If you follow these then you game should run fine.

  • Try using phonegap biuld or cocoon. Don't keep trying XDK till you got nuts. Obviously XDK needs an update.

  • Sounds like fun will you be targeting Android and PC or just PC?

  • Object-on animation finished-Object-destroy object. Its that easy!!

  • Hey thats great your diving deeper into game making. If you want to have more chances to complete a full project just figure out a simple game mechanic and then build the game around that. Sometimes throw idea's into a text document (notepad) and from there go figure out what is simplest for you to implement and whats not.

  • can you make a testing capx with table of stats?

    you know that it also depends on your cpu?

    i bet my numbers would be different on my machine (i7/8gbram/gtx980)

    The best to me is in actual application rather than stats. Thats why I put my game as an example of 30-40 moving sprites onscreen on a mobile device. The reason being is one developer can have a game with 50 moving sprites working smoothly but another developer only have 20 moving sprites and the game glitches and slows down.

    My guide is aimed at novice and intermediate level developers. In actuality I can have way more enemies onscreen like 100 or more. But Iam not going to tell another developer to try that if he has only been using Construct 2 for 1-5 months. When making guides you can't assume everyone's skill level is the same. What you do when making a guide is try to help everyone at every skill level.

  • PixelPower - can you show how you got the numbers for sprite counts and sizes of images? seems a bit too small (30-50 sprites), especially if you want to use particles.

    I got the numbers by making my game and testing the limits . I didn't count particles because thats a bit different . You can have literally 100 tiny particles moving around with very little impact on game speed. But I doupt your particles each are going to be 40x40 sprite size ,30kb each particle or higher, that would impact speed.

    > 1) Do you have a mobile version?

    >

    Here: https://play.google.com/store/apps/deta ... lfgeek.sn2

    Thank you Iam downloading it now!!

  • And of course i have converted quickly road glsl example for you ;

    http://gigatron3k.free.fr/html5/C2/FX/roadglsl

    And now how interact this road with C2 sprites ? <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> and z map ...

    Awesome example!!

  • Hi guys I know alot of you may have run into problems with your games and apps when running them on your mobile devices whether it's Iphone or Android . Here are the methods I use to make sure the games I make run smooth with no glitches,errors,bugs,slowdown,etc. I made a game that is a great example that has 30-40 sprites moving at the same time on a mobile device here

    https://play.google.com/store/apps/deta ... t.ad&hl=en

    1) Graphics Size-

    A) Backgrounds- you should always use Tiledbackground unless its an animated background. The sizes for optimal speed the background size can be 840x480 or 960x640 which you can have 30-50 moving sprites onscreen. At 1920×1080 and higher you are going to have to limit the amount of sprites you have onscreen to around 10-25. Now also when we talk background size below 300kb is optimal. Once the size moves past 300kb you will have to start lowering the amount of sprites used onscreen.

    B) Sprites Size- The optimal range of moving sprites 20x20 to 140x140. The optimal size of the sprite file is 10 - 30kb. Now if any sprites sizes are larger than those you just have to reduce the amount of moving sprites. Also remember to cut out the transparent edges on your sprites to reduce memory impact.Non moving and non-used sprites- Make sure that you uncheck collisions on sprites that are pieces of the background but are not used in the game.

    2) Coding Practices- The optimal way to program so you don't have to much repeat code or bad code. Before starting your game make a quick draft on your computer of what you want to include in the game. The draft will include things like

    A) Start menu- what buttons will you put i.e. start , options, missions, rate me, etc.

    B) How many stages , powerups , story ,etc.

    Now of course you will add more to your game as you go along but doing a draft will help you organize code with this next part the Event Sheets . Split your Events Sheet by feature first so that you will not get lost in code. For example have a separate event sheet like Game Events, Player Events, Saving Events,etc. Here is an example look at the event sheets here

    Another tip is to break each block of code down into groups. That way you easily find your way around when you leave your project and come back. Also for each level you can break things down that only happen in that level but not other levels and you don't need a ton of event sheets to do it.

    3) Destroy Sprites not used- If any moving sprite is not used it should be destroyed. Even if a moving sprite is offscreen its still using memory and counted as an onscreen moving sprite .

    4) Music-- Sound files around 5-20kb are fine. Full music soundtracks can be up to 7mb with no problem. Make sure if leaving the layout you have a command to stop the music otherwise the music will keep playing and you will have 2 soundtrack playing over each other when you enter back to the layout.

    5) Guest Post tunepunk -- This post tips is his

    Use functions / Trigger once / or Once every XX seconds. Unless a function is called it's not gonna be using any performance and they are naturally triggered once when called, so have functions do most of your heavy work that doesn't happen so often, they are very flexible and can take a lot of params. Trigger once while true can be useful in some cases, but "once every XX seconds" even more so. For example: If your character is close to a pickup like a coin or whatever. You don't need to check every tick if that's the case. Reduce it to something like every 0.1 seconds, that way you will save a bit of processing power.

    Any questions just ask!!

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    > I got up to 30 moving objects onscreen at 1 time. Construct2 is much faster.

    >

    30?!

    More like thousands.

    https://youtu.be/dk9Dn41vNKs?t=20s <-- This runs excellent on iOS & Android.

    1) Do you have a mobile version? 2) Do you have any left over sprites you not using , I can use?

    The artwork and gameplay look fantastic!!

  • runs smoothly on my phone, however it gets kinda lame only shooting at things without needing to dodge anything I feel, always the same 2 spaceships, etc...

    also unsure if that is intended but the big ship gives you 5 points each time you shoot at it, not only when destroyed.

    but, it works flawlessly

    Yes I had to add extra points to the big ship otherwise it would be very hard for regular gamers to achieve the master missions. How many of the missions where you able to achieve?