FancySamantha's Forum Posts

  • Mmm just render background first and then add it into Construct?

    You mean like record the background? the background is basically scrolling trough a 3D enviroment, so how would that work? and what program would you use to render?

  • I wasn't able to find anything on the Construct Wiki so I assummed it wasn't an option yet, is it something that can be added as a plugin? is there plugins available? Basically I just need it for show and it doesnt need any interaction whatsoever. Again reffering to the Touhou series the the sprites play in 2D while the 3D background helps show the enviroment around you, it doesnt need fancy models just sprites using X,Y,Z positioning and rotation, with some effects like Fog.

    If you have any suggetions it would be appreciated.

  • I might make post a .cap somewhere if the problem is new, basically it happened a few times, I write a variable, notice my events arent working just right, and noticing that alot of events use the first global variable of the list. if I write Variable3 it goes back to Variable1.

    Example:

    Condition: If ________ is equal to 0

    If Variable3 is equal to 0

    After saving the changes:

    If Variable1 is equal to 0

    And I can't correct it, it keeps going back

  • I have an event that creates a bullet every couple of frames, and for the x and y positions I used a formula to create a intricate pattern and it works besides for the fact that I cant seem to have my two global variables in my formula at once, every time I write 'Angle' (second variable) it goes to 'Distance' (First variable) even if I never originaly wrote it that way in the first place.

    How can I fix this?

  • That game wouldn't be taxing at all if you don't use any > 0.0 shaders. Bullet behavior takes practically no cpu.

    I saw Bit Fortress on another site somewhere and asked myself the question: is it made in this engine? (A yes would be pretty encouraging, dont lie though.)

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  • Your example probably would be taxing on most low end machines, but probably less for the amount of objects, and more for what they are doing.

    Still most machines should be able to run something similar. It didn't seem to me that there was much over a thousand objects at a given time there.

    Making a game targeted to gaming computers only doesn't seem too efficient though, even when I had an outdated laptop it seems that the example game was still very playable, and it hardly seemed to lag, I keep wondering what kind of secret is used to make so many object do so many dynamic things and yet speed never drops

  • I tend to backup what im trying to describe with a video, once you see it you might notice why I need so many objects onscreen, as im going for the same video game genre

    Obviously the whole game is never that hard but it's still existant.

  • I think it's really fast until you go into anything effects heavy - like using canvas objects for overlay passes or motion blur or heavy pixel shaders or whatever - then it really starts to slow down.

    But I'm really happy with the performance already. A typical 2d game without moBlur and heavy effects should still run nicely on most of the machines out there.

    I wonder...if a sprite has both opaque and transparent bit, like with png format, does it take more place?

  • > Do you really need all those objects?

    >

    I assume the goal is to make a bullet-hell shmup, in which case particles wouldn't cut it. You would need sprites for collision.

    Yeah, not to mention particles arent really as controllable as sprites or objects XD

  • Speaking of which can I use photoshop png's with transperacy values? When I copy pasted from photoshop I had a white background so maybe I need to import/open it in the sprite editor instead of pasting but I havent tried it yet.

  • Construct does all rendering on the graphics card - which generally has its own memory on-board. So I'm afraid your system RAM won't affect the rendering at all - it depends entirely on the quality of the graphics card.

    Which effects are you using? If you can get away with no shaders, or only pixel shader 0.0 effects, those should be a good deal faster than 1.1 and up.

    Well bullets generally dont use effects other than transperacy values (taken from photoshop) and occasional additive blend for lasers and brighter bullets.

  • I've spent a lot of time optimising the engine, so I would say it is very fast. The drawing of the screen is hardware accelerated (uses the GPU), and that part is basically limited by your hardware. What's your graphics card? If you have a really powerful one, you could have maybe 10,000 objects on screen and still get a decent framerate. 1000 is still a lot - if you have 32x32 textures, your graphics card is still having to push over 70 million pixels to the screen every second, assuming 75fps display - that's around 270mb of pixel data per second. Luckily graphics cards are good at just that! Also are you using pixel shaders? They can incur a large overhead for many objects.

    As for events, they're not as fast since events involve more processing overhead. But it's hard to say say without knowing any more about your events. What kind of framerates, hardware, events and rendering are you using?

    Oh it could be it, for some reason I can't get my computer to lead me to the specifics again but from what I remember my graphics card is alittle outdated. But the RAM was pretty good if I remember my specs well enough.

    As for the events, I had two big bullets create smaller bullets every frame, the smaller bullets having no events at all. and the pixel shaders must be working because effects work just fine.

  • Well i've expirimented with the program and attempted to create some easy danmaku patterns in order to test out the events, but it wasn't long before I hit that horrible wall that I hit in every engine i've tried so far: lag.

    It seems that I can't have more than 1000 bullets onscreen at a time, but believe it or not it's so easy to go beyond that and the fps keeps flickering, actualy disrupting the pattern and changing the symmetry of the patterns. Is Construct a good idea for a touhou-like game?

  • > It'd be nice to get some help, I only just started with this new program, if youd like I could show you something similar to what im trying to make, and you might be able to tell me if anything is imposible?

    >

    Can I ask what version you're using?

    Construct 0.99.5

  • You can adjust the way the behaviours work by using events, there is also a "custom movement" behaviour which gives you a lot of control via the events.

    Il make sure to check it out, but when I insert one I dont seem to have options, but then again I havent touched events just yet.