Ashley's Recent Forum Activity

  • Closing as not a bug, please post in the Website Issues section.

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  • Closing as not a bug

  • Closing, please follow the bug report guidelines. Also note CocoonJS Canvas+ is no longer supported, only Webview+ is, but you didn't specify which you are using. Further, note this section from Performance Tips:

    [quote:2dnrvbzp]Changing Text objects every tick

    Change the size or text of a Text object every tick - even just for an animation or transition - will likely produce poor performance, especially on mobile devices. The problem is even worse if the text object is large. Text rendering is very fast as long as the object is not changing, but upon changing the object must do a relatively expensive redraw of the text and replacement of the cached texture. Try to use small Text objects that do not change regularly. If you must change text regularly, consider using a Sprite Font instead, which is fast even when it changes every tick.

  • WebStorage: Local Key "HighScore" exists: System: Set HighScore to WebStorage.LocalValue(HighScore)

    You're making a mistake that the WebStorage manual entry warns about:

    [quote:1q66ilhn]Note WebStorage only stores strings. If you set a key to a number like 100, when you retrieve it back it will be a string. To convert it back, use the system expression int, e.g. int(WebStorage.LocalValue("score")).

  • That shouldn't be slow. Can you share a .capx demonstrating the problem?

  • blackcrypt - WebStorage is for saving and loading data at runtime. If you want to ship data with the game itself, import it as project files.

  • Construct 2 already has a very efficient collision engine using collision cells. Read the link for more info.

    Putting conditions after a collision test does not change the number of collisions tested, and putting conditions before a collision test can disable the collision cells optimisation and actually result in more work. So I'd just trust the collision cells system to do its job and make collisions fast, you can't really beat that by events (other than not testing collisions at all). Also if you don't test any collisions, then disabling collisions has exactly zero performance impact.

    Also note "For each object" obviously does per-instance work, so will not scale well with very large numbers of objects, even if it's ostensibly to make things faster by turning off features.

  • OK, good to know - thanks.

  • Posting only an error message in a bug report is a bit like taking a photo of the outside of your car and sending it to a mechanic asking if there's anything they can do to fix your car!

  • I think it changed with the recent destroy objects optimisation, so it may not be cleaned up in the same call (it's difficult to support that without infinite-recursion edge cases), but it is cleaned up at least once a tick, so they should still be destroyed shortly after.

  • Looks like box2d has a limit of 8 vertices per polygon. I've increased it to 16 for the next build, hopefully that will be enough.

  • I can't tell why this is: the box2d calls both engines make are pretty much identical, so I guess this must be something that changed in the 2.2 - > 2.3 box2d update. However it looks like there's a workaround: if you set the crossbar object (Sprite3 in this example) linear damping to 1, it acts more like a solid joint and still similarly to box2dweb. My best guess is the latest box2d version now takes in to account a body's linear damping when calculating joints.

    Does setting the linear damping work around it for your game?

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Ashley

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