real: construct 2 not have a good performance

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    > He messaged me awhile back for help on understanding dt before all the comments came in. I tried to give an explanation but it might not have been that great of explanation since I explained it using lerp which is new for beginners. Can anyone link him to examples (or short capx files) using dt? Possibly Kyatric 's examples? It might help beginners who come around with the same assumptions.

    >

    According to him he is a developer, so lerp wouldn't be a problem to understand. That is if he is in fact a developer (I think not)

    He also hasn't even read 20 pages of the manual.

    Short answer, he wasn't prepared to work the software, to invest time in learning his toolset.

    He needs to justify why he couldn't get it work - he is blaming the hammer for not hitting the nail in straight - I guess that makes sense - lol

    I guess there really isn't much we can do to help those who are uninterested in learning the toolset. But it's more of a trial and error thing where you need to play around with the tool to find out what works, such as using dt in specific parts of the game to improve performance. But I do think we could provide the resources. Maybe if anyone else is interested in the same topic and is having a bit of doubt, we could try and steer them to the right direction unless they really want to give up (as shown by the thread starter) then I guess there's point in helping.

    DUTOIT retrodude I remember myself being a noob, not reading any manual, and asking people to help me solve simplest problems. But back then, if the problem was dull, i never got anyone respond to it. And thanks god for that! I was always very inquisitive, and stubborn, so I searched, and if couldn't find a solution I was experimenting more. And sometimes I found a solution, sometimes I didn't but all I learned Is useful to me now.

    But 'a, yeah, I'm getting really tired of all those posts hitting the forums recently, made by people lacking grit. Better for us that they burn out quickly, but It used to be quite concrete here in the past. Since I've learner about construct classic when it was in 0.18 version, and started using it and join the old forums back when it was in 0.32, it just when it hit the steam, forums started getting flooded with topics like this one. I'm super glad for scirra team that they achieving their success, after so many years of hard work. But something got to be done about those posts.

    I do try to help, but as you guys noticed too, people just don't want to be helped. I guess saying that their need to change the way they think about certain issues, offends them. It's just them.

    Anyway, good luck to all!

    megatronx

    This comes and goes in waves. Though I notice the waves are getting larger each time :\.. I think personally I'll be around a lot less for the next month. As you say. You can't help some one who doesn't want to be helped.

    C2, easy to use, hard to master.

    I'm still learning new things all the time on optimizing performance.

    Complex Sandbox RTS, running 60 fps on my tablet:

    I also had a fast paced physics action game running more than fine even on older hardware, which if you doubt C2's ability to make games with heaps of enemies, projectiles, explosions and particles on screen run fine on mobiles, you can try for yourself: https://play.google.com/store/apps/deta ... lite&hl=en

    Don't blame C2 for poor performance, nearly always, its down to your implementation and lacking in optimization for mobiles.

    And what about the situation when Iphone 4 has 19 fps with no more than 10 sprites and Ipad 3 has 60 fps in the same game? Im not good in optimisation understanding but is it a normal situation or not? Can the perfomance become better after I will make it as a native application?

    Bass_X iPhone 4 (non S?) is not very strong but definitely NOT normal to have 19 fps with 10 sprites, thats ridiculously bad actually.

    I have hundreds of sprites and particles and it runs fluid on HTC Droid Incredible (from 2010) with dual-core 1ghz and 512mb of ram.

    It must be running Canvas 2D without WebGL acceleration, which is very slow on older devices with weaker CPUs.

    Bass_X as far as I know, the ipad 3's CPU is comparable with the iPhone 4 and its gpu is faster than the iPhone 4, so if we compare the iPhone 4 and 4s, it's known that the iPhone 4s's CPU is twice as fast and its gpu is seven times as fast. The iPhone 4 is a very weak device.

    On an iPhone 4s you can only redraw the entire screen about three times. Less if the pixels are partially transparent instead of fully opaque or fully transparent. You could easily hammer performance with 5 transparent fullscreen sprites on that device and the iPhone 4 is far weaker.

    Also, what operating system is it running? There was a 2000% speed increase with iOS 5, and more increases with 6 and 7.

    No computer in the world, even when coded natively, is powerful enough to be immune to fps dips if you throw more at it than it can handle. The truth of the matter, though, is HTML 5 is not as fast as native, and the iPhone 4s is the first device to realistically be powerful enough to make up for it, and as such, the iPhone 4s is where HTML 5 games should start targeting. I mean, maybe you could make something crazy simple for the iPhone 4, but it would be terribly limiting.

    generalhak

    itz been 8 month , m working in c2

    main problem with c2 is , you can not make it responsive ,itz difficult .

    plz dont tell me to set property of full scree in browser to letter box scale.

    it helps to fit your game to screen but doesnt make it responsive

    m agree with you generalhak

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    7 Posts, 8 months? really?

    Anyways. How about doing some research. even some of the gorgeous older mobile games on the iPhone4(NOT S). Usualy only had less than 10 animated objects set with static backgrounds.

    Take Infinity Blade. That game only ever had 2 Moving objects on the screen. The rest was static which is easy rendering. Those Korean RPG's that look gorgeous. Check them out. Static environment with usually never more than 10 objects on the screen at a time. It's all about application of knowing the tools.

    generalhak

    itz been 8 month , m working in c2

    main problem with c2 is , you can not make it responsive ,itz difficult .

    plz dont tell me to set property of full scree in browser to letter box scale.

    it helps to fit your game to screen but doesnt make it responsive

    m agree with you generalhak

    You joined 36 days ago....

    So you and generalhak share something in common - whole month wasted... such a shame really

    Ashley should have added easy tweaks that lots of users can do to minimize CPU usage, rather than highlighting what they are doing wrong, offer some pro-tips on how they can optimize their games.

    Here's mine:

    Work out if they need something to be done every tick (16ms) or not, if not, definitely put it under Every X seconds instead to lessen the calculations the CPU has to do.

    The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.

    Another simple tip, is to use Trigger Once often for events that you only want to occur once and not every tick. Like setting the Text in a textbox on touch or mouseover, tooltips for items etc. ie.A condition On Mouseover -> Set Text "AB" will occur every tick when its not required.

    Lots of other little tweaks can be done to get good performance of even complex games on mobiles.

    Ashley should have added easy tweaks that lots of users can do to minimize CPU usage, rather than highlighting what they are doing wrong, offer some pro-tips on how they can optimize their games.

    Here's mine:

    Work out if they need something to be done every tick (16ms) or not, if not, definitely put it under Every X seconds instead to lessen the calculations the CPU has to do.

    The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.

    Another simple tip, is to use Trigger Once often for events that you only want to occur once and not every tick. Like setting the Text in a textbox on touch or mouseover, tooltips for items etc. ie.A condition On Mouseover -> Set Text "AB" will occur every tick when its not required.

    Lots of other little tweaks can be done to get good performance of even complex games on mobiles.

    Call me a pessimist, but unless they will understand how to work in c2, they will be coming back with same issues, regardless of any tips and tutorials. For better or worst C2 is not as simple as it makes out to be. Maybe first tip should be "do not start with making a mobile game, instead try different little desktop prototypes"?

    The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.

    True, best place to update health bar is when something actually hits it. So when you write your attack events, just add a update health function at end.

    You fire laser - laser misses

    You fire laser - laser hits - "Update Health Status"

    You fire laser - laser misses

    you fire laser - laser misses.

    you pick you nose, take a sip of coffee

    you fire laser - laser misses

    you fire laser - laser hits - "Update Health Status"

    you fly through a add 5 health token - "Update Health Status"

    you hit a wall - "Update Health Status'

    Maybe first tip should be "do not start with making a mobile game, instead try different little desktop prototypes"?

    I like that, how about do not start on your game, start with tutorials and examples and make those first.

    I learnt SO MUCH from

    Template: Real Time Strategy (RTS)

    (An advanced template showing how to set up an RTS style game with user-commanded units which aim and fire at enemies)

    you pick you nose, take a sip of coffee

    If no tissue, do not sip your coffee

    One more idea would be to make Beginner and Advanced User modes in construct, and in Beginner mode focus on simplicity, with many intermediate level coding done as a plugin ( which advanced user could use too actually ) and limited diversity. I know it's rather not going to be implemented, but could work nevertheless.

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