Mike at BrashMonkey's Recent Forum Activity

  • Could help indeed. :)

  • No one can help because we can't understand what you want to happen. If english is not your mother tongue, try typing it in your native language and using google-translate to translate it to English and paste the english version in this thread.

  • hi angelkom,

    When you say "old product" and "new product" are you comparing old and new builds of C2, or are you comparing Construct Classic to C2?

    Now that you're on C2, how are you testing your game? On a Browser? If so, which one?

    If you load images as oversized into C2 and then reduce the sprites in C2's frame editor, they are still oversized images, which is wasting memory and drawing time...definately a causal factor in poor performance.

    Otherwise, some suggestions:

    1) Make sure all sprite frame images are trimmed as small as possible, and are NOT oversized if they dont need to be.

    2) Make sure all collision shapes per frame are as simple as possible, (using as few points as possible)

    3) Make sure any sprite that does not need to have collision checks has collision checks turned off

    4) Make sure to only use "for each" events if they are absolutely critical for the game to work.

    5) Make sure all events are neatly arranged into groups and that all groups that arent needed at any point in the game are turned off, and then turned back on as needed!

    Anyone else got suggestions?

    cheers,

    Mike at BrashMonkey

  • a shame. Hopefully node webkit can make this happen some day.

  • how bid goes the circle need to get? If you start with a big circle image in your sprite, it won't pixelate anywhere near as much.

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  • Yeah, control the vectorY and vectorY while the animation is playing, (even per specific frame if you want). Don't think if it as angles, think of it as horizontal movement speed VS vertical movement speed.

    You might also need to set the platform behavior to ignore player input durring the jump so the player can't interfere with the vectorX and VectorY.

    Best of luck,

    Mike

  • We really need to take a deeper look.. What is the overall resolution? How big are your "sprites"? How many animation frames? Is each image trimmed as cloesly as possible? Do you have tons of "for each object" events going on? Are you using any physics? How many collision checks are going on with eact "tick"

    best of luck.

    Mike

  • seems you need to both limit the movement of the player so that they cant go that low in the "layout" and you should also make sure that all the HUD and UI stuff is on a seperate layer that is highest up on the z-order so that it will cover anything that ends up down there.

    You can also limit the "camera" to never go too low.

    You're going to have to work the exact logic and events out yourself to do these things unless you want to share your capx with someone so they can help you work around your specific needs and design.

    best of luck.

    Mike Parent

  • I don't quite understand your response, Arima...

    It seems like you said it uses webgl, which DOES load each level (layout), but then you say "an option to wait on loading anything from disk until loading the layout that heeds it would be nice. ", as though it does NOT load per layout....

    So, which is it?

    Are you saying it only loads one event sheet at a time, but all images and sound files still get loaded all at once?

    thanks,

    Mike

  • Hi everyone,

    I think, last I knew, at least with CocoonJs export, the whole game is loaded all at once, and if that exceeds the ram (heap) of the device, it won't run.

    Is this still the case.. If so, any clues as to when that might be improved? (meaning when The game will be able to load one frame at a time as needed)

    I'm working on fairly large games for my clients and they'll never make it onto Ipod touches etc if this remains the case.

    thanks,

    Mike

  • Hi nihaotomita,

    Scirra is working with BrashMonkey to include built in support for Spriter animation files.

    http://www.brashmonkey.com

    http://www.scirra.com/forum/spriter-c2-plugin-update-update-on-5-12-2013_topic59694.html

    This supports advanced modular animations using bones or no bones (or both). It is not finished yet, but will also support sound triggering, variable changes, collision rectangles and more.

    Cheers,

    Mike at BrashMonkey

  • Best way to get a quick and definate answer/solution is to post up a capx file so we can see what the problem is.

    Mike at BrashMonkey

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Mike at BrashMonkey

Member since 16 Oct, 2010

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