shinkan's Forum Posts

  • I've made quite few games that run perfectly fine on my S3, but all of them are more visual than gameplay wise (a lot of big images, animations etc, but not much objects are actually moving on screen - except the ones I drag and drop with touch) - and these games works fine on my S3, 60fps all the time.

    But also I've made few opposites, not many graphic assets, but objects are constantly moving at different speeds - and on this games I get ~35-45 fps,

    In one of them there are only 25 objects smaller than 128x128 moving with bullet behavior on the screen one TB for background and player that can move left or right. And this one lags player controls so awfully I can't even debug this game on my phone :/

  • Unfortunately S3 is old and S2 even older. I have S3 and noticed that a bit more complex games will never get more than ~35-45 fps (gameplay is very choppy after exporting with crosswalk and unplayable with fast paced games), and there's not much you can do about that :/.

  • If you cutting global variables from one event sheet and pasting it into another event sheet, then all connected things will reconnect them self automatically.

  • It's quite doable and pretty easy to do. But with your current setup I really advice you to start over and try different things, cause you start to have problems while adding new stuff to your projects

  • Optimization it's not something simple that can be done by removing or switching position of few events. It takes a lot of knowledge and experience to do that. And in most cases that means start all over again.

    Looking at your capx I can see straight away that groups "Control 1..." to "Control 4..." are basically doing same thing. So here's your first thing that should be optimized.

    Same goes to group "1", "2", "3" and "shooting", "shotgun2", "hk"

    Do not repeat same event's every time you need to change few things, learn how to use functions - you could get your project from 100 event to probably 30-40.

    You are still learning so don't be afraid to delete everything and start over from scratch using different methods.

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  • Yes

  • https://www.scirra.com/tutorials/1128/auto-tiling-with-autotilegen-and-tilemaps

    And there's a lot more examples on the forum.

  • [quote:2cgqfotf]Sounds like a good use. But there's no way to use workers in some other way on my own.

    Not sure, maybe it's possible via plugins... only Ashley can say

    [quote:2cgqfotf]Once a frame is deleted, it won't be in memory or part of the final export, right?

    Yes

    [quote:2cgqfotf]So if I have 10 copies of a sprite and each sprite has 10 frames (but only one animation), does that mean that 100 frames will be loaded into memory?

    10 different sprites - Yes. Every 10 frames in each sprite will be loaded

    10 instances of one sprite - No. Only 10 frames will be loaded for one sprite and the remaining 9 instances will use already loaded images.

  • You can use "Date" plugin for that

  • 1. Web workers are already in C2. For example Pathfinding behavior is using it.

    2. If you are importing sprite sheet you are asked to specify number of horizontal and vertical cells. This numbers divide entire image and imports everything into animation frames - no matter if parts of the image are solid color or is transparent.

    You can modify original sprite sheet to contain only frames you want to import, or you can specify h and v cells to import everything and simply delete frames you don't need. just remember that sprites on the sprite sheet must be properly aligned or you can end up with a lot of funky looking frames.

    As for the memory part. If sprite is present on the layout then every single animation frame will be loaded into a memory.

    So if your sprite have 5 animations and each animation have 10 frames, all of the 50 frames will be loaded.

  • My point was mainly about "And if you don't know the difference between Sprite and Tilemap that only means you need to learn a bit more"

    Sprite and Tilemap as a different object you use in C2 - not "sprite sheet" nor "tile maps". So I'm not really sure why you keep talking about glossary, term etc.

    And after reading through some of your other posts, you have a lot to learn.

    [quote:hlq7nz3y]...the world today is changing way to fast to sit on the sidelines and study until I know enough

    sure, good luck.

  • I wish there was a person who reads every single post and add rep points manually for every valuable post. And i wish people seeing other people with much higher rep point would know that they can get help or advice from them... oh well.

  • You can talk to Yann and ask for some help/advice http://www.scirra.com/arcade/addicting-rotary-games/483/cubemaze

  • Hey Could you post some interactive demo, I'm curious what you have done but your capx wants some 3rd party effects