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  • i tried your test also but the blue dot never miss. Always moved to where i touched. I can't replicare it.

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  • I see what you mean. It's a different problem. Does it happen or less in some situation? I never noticed this. My problem seem to be a windows phone bug, maybe your is related to your phone also. Did you google if anyone else with this phone have same problem. I don't think it's a C2 issue.

  • What i suggested is a bit differend in some ways.

    Pick a bunch of objects with a 'pick by comparing' based on distance loops also trough the whole family, but without the 'overlap loop'. It is fast. The filterd SOL is also done only once, You perform the same loop when you actual do the z-ordening, in probaly the same tick.

    With only a few objects in the SOL, the z-ordening is awwsome fast. Even every tick should not have a big impact.

    Hope i made my point, the general point, i have no idea if that is applicable in your project.

    I've tried all kind of approaches. So far, the current list of events in my previous post, seems to be the cheapest way i could do it, but it's not cheap enough.

    Just using:

    "is On Screen" -> Sort Z order by "variable" every tick

    Is just slightly more heavy than my overlap approach. (Thanks to LOS Behaviour, which is super cheap for filtering by distance, faster than any event condition approach)

    I'm gonna try out the workaround approach as well, using dummy objects, to see if it's any better. But for now. 15-20% of my game mechanics just for handling z-ordering just feels too much for mobile. There must be a smarter cheaper way :p

  • Pretty neat idea but i think you can do someting very similar already.

    * Remove collisions on all objects.

    * Create 2 dummy objects one red for solid and 1 yellow for jump through, The dummy objects could be 5x5 px or whatever.

    * Create 1 new layer on top. Place and stretch those red and yellow dummy objects where you want them.

    * On start of Layout. Hide the dummy Layer.

    Not as neat, but it could work.

  • In my mind the optimal way to sort Z order would be.

    1. Detect overlap between moving objects and objects in the zOrder family. if there's any overlap ...

    2. Check if any of those overlaps are sorted incorrectly. object 1.Y < object2.Y but object1.Z > object2.Z (not sorted correctly sorting).. so

    3. Pick overlapping objects, and sort them correctly.

    You don't need to pick or even bother to sort anything that is not overalpping, and you only need to sort 1 tick if there is any error in sorting, not every tick.

    That's what I'm trying to achieve, but doing it with event's is just slightly cheaper than having the new zOrder run every tick.

  • The blue sprite will fail to follow your finger if touch is failing. Move the finger across the screen to see the blue dot follow.

    object count I can add, but it's not important, I'm only trying to detect if touch is failing or not.

  • 99Instances2Go System > Z order only set's a global value.

    When the global value is 1. I'm running the new action Sort Z order by : variable and then setting global value to 0 again, so I'm only sorting 1 tick.

    The main thing is actually the the lower part of the event chain, detecting if something with a High Y has lower Z order or oppisite. That tells me that it's not sorted correctly. And will set the global value to 1, to initate the sort. But running only that little check is so heavy on performance that i have to filter it this way first with the whole event chain first :p that's where BBox comes in, If the BBoxCheck is false, it's not even gonna go ahead with the Y vs Z check.

    I'm trying to limit the ammounts of Y vs Z checks to only check objects that are actually overlapping any moving objects. If i checked the Y vs Z for everything on screen I'm using way too much resources to be useful. I only need to check the Y vs Z for any moving objects that are overlapping any other object in the Zorder family.

  • Artpunk I downloaded "Last of the survivors" "Mortar Melons" from the windows store on my phone. They have the same issue. But if I lock and unlock the screen they work well.

  • Did you try this test? does it fail as well?

    http://www.tunepunk.com/touchtest

  • Artpunk thanks for the info. It seems like it's a Windows Phone bug. As blackhornet also reported touch becomes unresponsive at around 50% ,but if you lock the screen - unlock and it's back to normal. Very weird. I've sent a bug report to MS, so hope they will fix it. It's the same behaviour on other C2 made games in the windows store as well.

  • This is our officially recommended workaround to needing multiple collision polygons, and uses the existing collision engine which is well-optimised, so I think you may as well do that.

    I havn't tested this yet, but I will try it out, to see if I get any improvements I don't know if it would be a mobile friendly approach.

    [quote:3all9cg9]

    Have you tried the new "Sort Z order" action in the latest beta? That should be significantly faster than previous approaches.

    Yep that's what I'm working against to beat. Even the new improved zOrdering it's still my 3rd biggest resource hog on Mobile, after Draw Calls and engine, so I'm trying to optimize it further. I would approximate it's using around 15-20% of the entire game logic. (Not counting draw calls and engine)

    Turning off Z-ordering completely gives me around that much less CPU usage for the event sheet, so for me 20% just for sorting is still unacceptable. I would be a happy man if I could get it down to let's say <5-10%.

    My game is still running extremely well, on midrange phones at almost constant 60fps, but I'm not done yet and still have some things to add, because I'm working on the limit of what a midrange phone can handle, I would be happy to cut the cost of the zOrdering even further.

  • is it possible that you can use this kind of approach? maybe with arrays?

    http://w-shadow.com/blog/2009/09/29/fal ... imulation/

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