C2 performance still depressing

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  • It seems that CPU usage is also a big factor, if your game has lots of intensive things going on you'll hit slowdown faster than something that looks pretty, both bottlenecks of CPU and GPU occur in any engine, they are just easier to reach in C2 than other tools.

  • For the record I haven't had any performance issues in a long time (using NW.js). Granted I am developing retro games with a resolution of 320x240, but it still has very large dynamically loaded levels and such. Maybe just stick to slightly smaller games...it's still browser technology you know.

  • For me the only option is to use Node-Webkit 10.5, otherwise using Chrome or NW.js stutters. Oddly enough Firefox is as smooth as silk.

    Lets face it a single rotating sprite on a blank background running at 1280 x 720 wouldnt stress my digital clock let alone a Quad Core i7 clocked at 4.5Ghz with 32gb ram and an Nvidia 980gtx.

  • Here's my 2 cents:

    The only time I get jank in my game (using latest NW.js) is sometimes when my character is running left or right, it kind of stutters heavily. But that's fixed by just running in the opposite direction, stopping and then running the way you wanted.

    Aside from that, there's a slide pause when I change into morph mode, but that only happens once.

    If you are using platform behaviour, the official one is broken. The platform plus works like a charm.

  • Lets face it a single rotating sprite on a blank background running at 1280 x 720 wouldnt stress my digital clock....

    My thoughts exactly. I'm feeling that the tech is still very immature and it's unclear what, if any, driving force is giving it direction. We've all put our eggs in the webgl basket; let's hope they're safe.

  • megatronx what's this about the platform behaviour being broken?

  • megatronx Hey! What's this about the platform behaviour being broken?

  • megatronx Hmm, I wonder if that's why we have platform-related oddities with framerate dips of even 5fps below 60 (eg: characters jumping way higher than they should, etc)! If so hopefully the official plug can be fixed.

    Also, NW 10.5 in general seems to hate playing while the screen is recorded (FRAPS, Skype screen share, etc) and will get really funky, this can also happen if Chrome is open in some cases but we've not been able to test that further with our customers.... that said, customers having random issues is something we really wanted to avoid with using middleware like C2, since they aren't paying to be beta testers, and we aren't either.

  • Platform+ is just a modified version of the original plugin - so I would be really surprised if it's somehow devoid of any problems that may be contained within the original plugin.

  • Platform plus, aside from couple more features, has all the problems you guys mentioned. However, it is smooth. That came out when I was doing rebindable keys code, and had two players mode, where both players where controlled using kb. Official platform behaviour could not run two characters simultaneously at all. And even on single player it wasn't exactly smooth. Fast forward a year - recently did another little prototype, and used official platform plugin, but it was still jugging, so I switch to platform plus, and again everything worked smooth. Fixing some of the problems like: sticking to ceilings or walls, or double jumping when near wall corners is not very difficult - it's irritating, annoying and wastes time - but it's not difficult.

  • I think platform plus is an edit of the former platform plugin, which did not supports slopes (so not gripping agaisnt a wall that is not 90° =>double jumping possible because of that maybe), and worked also with non rectangular hitboxes (sort of.) Without much issues, even though I never could reproduce those described issues myself.

  • well my game is running on NW.js 10.5 and it runs smooth, but the latest NW.js is a mess, it janks and runs at 50fps, my CPU use goes from 43% on 10.5 to 75% on 12.x, 25+% of CPU usage with the same exact project....

    how do you mess this up so much? why!?

    but even the 10.5 janks often, but for 1 second, every 10 seconds, the game will go down 1 frame from 60fps to 59fps for 1 second, but even if its just 1 frame, it looks awful! the jank is very noticeablea and its very unappealing to the eye

    take a look at this video, it will be the very first time i reveal anything aobut the game im making with my bf, its very little, the character is final, but the tiles are place holders, you will see more soon, we are going to reveal it, my bf is a great animator <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    but i cant let this opportunity to vent my frustration with this stupid jank, i dont know why this happens, but you can see the jank, the game lowers the fps for 1 second to 54 for no reason, the cpu usage stays in 43% and it looks reaaaally bad, and its distracting, even more when you are figthing with the swordman enemy, since you need good reflexes to fight him, and this jank makes it really annoyinjg to get hit becuase of the jank if you player runs the video smoothly, the real jank happens when the character goes up the ramp, i tell you this so you wont confuse video jank for the real one.

    https://www.dropbox.com/s/v1czty1woa3y7 ... k.wmv?dl=0

    download it and play it with windows player, dont use the dropbox player, it does not run at 60 fps

    and yes, me too have been dissapointed with c2 and nw and the whole, my game is in the hands of third party

    starting to learn Unity, so i think this will be my first and final game made with C2

  • Yes noticeable jank in your video.

    I think the only option at present is to learn new tools if you are serious about making games you can release. That of course is a real shame because C2 itself is an excellent tool. But you can't keep waiting and hoping things out of your control will improve.

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  • megatronx have you ever reported this behaviour with a real bug report? It seems odd that this shouldn't be fixable, especially if there is a 3rd party plug that does it right.

  • So The Next Penelope runs great - doesn't use platforming. All of the people complaining are using default platforming behavior. That's what I'm taking from this.

    In our case, the enemies also use the platform behavior if they are ground based. Our jank isn't like Lunatrap 's on every machine. I haven't seen our game do that in a long time. I see random stutters like something is loading... sometimes at the start of a layout it might do it heavily or not at all - sometimes in the middle of a layout it can happen. It's the ones that get the big jank where the jumping goes haywire, etc.

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