Greaver's Forum Posts

  • Hey there!

    So i am trying out the resolution at 640 x 360 in construct on my 2560x1440 screen with the letterbox integer scale, but it just won't go full screen.

    Since 2460 / 4 = 640, why won't it get to fullscreen? Should'nt the pixels just go x4 in size ?Where is it going wrong?

    I do not want to use scale outer as i don't want distorted pixels (using nearby).

    Anyone who knows a fix for this?

    Thanks.

  • You should create all objects at the start and destroy them to avoid the lag later on so it isn't loading them for the first time. Also I've never heard of a 350 item inventory before in a game unless maybe it's in pages. Maybe you don't need to show that many items to a player.

    Its pages yes, also different categories! 10 items shown at once, can scroll down to view furthr items, but this is per category!

  • Yes it's like a table or grid with cells. You add stats in columns such as item name, type etc. Then the inventory slots relate to the array in some way so it could have an ID which corresponds to each row(x) of the array. This is also useful for swapping around and removing items easily.

    So i tried that and the inventory lags enormously when opening/creating all the items. Is there a better way for this? :/

  • Yes it's like a table or grid with cells. You add stats in columns such as item name, type etc. Then the inventory slots relate to the array in some way so it could have an ID which corresponds to each row(x) of the array. This is also useful for swapping around and removing items easily.

    Thanks alot! I will look into that! ^_^

  • Games like Ori don't actually have massive backgrounds. They just cleverly layer things. If you look closely, you will notice that it's the same stuff used over and over again, but maybe rotated/scaled differently. They use a lot of little tricks to make it seem fresh. You're thinking like a traditional artist, in that a background is a large static object. You need to think like a game designer in that a background can be made up from many smaller objects that can be repeated/tweaked. This is better for both memory, and allows you more flexibility in making your background more dynamic.

    Not at all, i get that part, but thats for the placed out objects such as flowers, trees and bushes etc. However their backgrounds are huge art placed behind all (blue background) - and some huge cavish walls newgamenetwork.com/images/uploads/gallery/OriWisps/oriwisps_07.jpg

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  • Well, if you absolutely need to use 4000px image for the background, you can of course do it. I think the maximum supported size is 4096x4096. If your image doesn't exceed it, you don't need to cut it into smaller pieces, there will be no notable difference in performance or memory usage.

    Just be aware that each of these 4000x4000 images will take about 100Mb of memory.

    I dont know man, the tutorial says that this also applies for professionaly made games. I cant figure out how games such as ori and the will of the wisps does it, those layers has much bigger background sizes :/

    What would the trick be there?

  • > Would it be better to cut it into pieces and place it out like a puzzle? Or just use it as a whole? Can i cut it into 1000 pix each and place them next to each others??

    No, all these are equally bad ideas. What I meant is - try using a repeating background when possible. Instead of 4000px image of the sky with clouds and birds, use 200px TiledBackground with the sky, and small separate sprites for clouds and birds.

    Check out this Ashley's article:

    https://www.construct.net/en/blogs/construct-official-blog-1/remember-not-waste-memory-796

    Hey man! I see, i have hand drawn graphics where every background is different, so this doesnt apply to me i guess. What is the best to do in my situation? Every bit and background is hand drawn differently.

  • 1. Layout size itself doesn't matter, you can have 1000000px layout. The objects that you put on the layout are important.

    2. It's much better to have one 500x500 px background sprite repeated a hundred times, than one 2000x2000 px sprite. That's why it's recommended to use TiledBackground for backgrounds.

    3. It depends on too many factors. You should regularly check performance as you develop your game, and if you notice a big performance drop, fix it.

    Hey again! Thanks for that feedback!

    1. That was an important factor you said there! I thought the layout size is what matters! But now i know.

    2. So having lets say 4000 size layout, i have 1 background for this hand drawn. Would it be better to cut it into pieces and place it out like a puzzle? Or just use it as a whole? Can i cut it into 1000 pix each and place them next to each others??

    3. I have an endless inventory bag space. I know no method to cut down the performance on inventory storage in C3, im not sure if C3 is weak in this aspect or if every developer on big games struggle with this, because looking on castlevania SOTN for example is a game over 20 years old that can have as many items as needed. How did they do that back then? C3 cant be weaker than a game made 20+ years ago.

  • Hey there! ^_^

    3 questions that i have now in prpearing for a new game making!

    1. Can layouts be at the size of 5000 ? Does it make the game lag? I just find it easier to do them in this size instead of splitting it into 3 and making a layer transition between them.

    2. For a 5000 sized layout, is having 1 background in the same size better or say 5 cut ones reused?

    The tutorial says is better to use more/smaller sizes than a big one.

    3. How many objects on screen can an average PC handle?

  • > > I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items.

    >

    > U mean to destroy the items when inventory close and re-create all items when inventory open?? Is that better?? ^_^

    Yep

    Hmm i see thanks! How does it store stats of each item? Like each item has 5 different stats, is this also in the array for each item?

  • I think for detailed games it's better to use an array, you store data in there. You can then present it whenever you want, when you open the inventory you create the items.

    U mean to destroy the items when inventory close and re-create all items when inventory open?? Is that better?? ^_^

  • Hey there! ^_^

    Thanks for reading!

    So i have a very important question, i am making an RPG game and have like 350 items. I have tried out the inventory tutorials here where its a layer with 0,0 parallax on screen with invis/visible on inventory open.

    But with that many items i believe the game will lag? Is it better to make the inventory on a seperate layout? Or can C3 handle this?

    Pro games like castlevania games, how do they do this? Is it a diff layout or ontop of screen?

    Thanks in advance!

  • Hey there! ^_^

    Thanks for reading this post! I am currently looking to hire someone who is professional with C3 to code an inventory simmilar to Bloodstained or Castlevania (as an example.)

    There are alot of details and slots and will take time.

    Contact me here or privately and we can discuss the price.

    It's just important that it is professionaly made and leaking/causing game to lag.

    Thank you for your time! ^_^

  • found this on the internet:

    https://ezgif.com/split

    It is a free frame extractor. It will split your gif into frames. Then you can choose "upload files" and select all of them. it will upload them all together

    Very nice but i will not upload NDA stuff into a homepage.

  • Is there any way to make the GIF a sprite strip? Or can you split the GIF into individual images?

    Not really no, and i have lots and lots of sprites that i need to import, it would be very time consuming. I am not gonna spend time in PSD saving each frame one by one when there are over 3200 frames (combined)

    I guess purchasing C3 was a mistake :/ - the advertisement i saw back then 'drag from desktop and drop right into construct' wasn't true at all :/