Halfgeek's Forum Posts

  • Great video series, some nice advanced tips for other devs to learn.

  • C2 runs at the vsync speed, meaning if they want more than 60 fps, they have to have monitors that support higher refresh rates.

  • >

    > Well, my i3-3110m could run Guild Wars 2 on medium settings, so I'd expect these chips to handle an average 2D game.

    >

    My i5-4210U runs 2d perfectly, except for c2 games.

    Yes, I found this to be the case with NW 0.10.5 to 0.12...

    But for some reason, 0.13 alphas (6 & 7) run extremely well.

    I haven't tested the new 0.13 betas yet because if it aint broke, I am not updating haha.

    Whenever GreenWorks is updated then I'll test them out. To be honest, i'm a little scared that newer NW may change the way it handles savestates, user data etc..

    ps. If you two gentlemen would like to test performance of a 0.13 alpha 7 exported "big-game", PM me and I'll give you a key.

  • Becareful to avoid jumping to conclusion with a wrong analysis using Steamspy, as most would assume "X units sold/owned and $Y prices = X * Y = $$!!" and think "woooah, they make a lot!!"...

    A lot of games on Steam and other stores go through major sales and bundles, so be more realistic in your estimate.

    You can make money with C2 games on Steam. It's very much up to you and your game since the barriers aren't there to prevent you from reaching success.

    Well, except for broken MAC/Linux exports... :p But those are a very small % of the market.

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  • Intel GPUs are really weak, I don't know if they will run anything well

    They run my game really well. Even older ones from many years ago.

    With the 0.13 alpha 7, where I found heaps better performance on Intel GPU compared to 0.10.5 and 0.12!

    And they are the majority of the market, especially notebooks and low-end PCs that are supposed to handle 2D games well.

  • Personally, I feel its a shame for C2 to limit itself to just mobile devs (maybe I'm wrong).

    It's actually much easier to deal with the downsides of HTML5 for desktop games. Size & performance are the major limitations, particularly for Android.

    While I have no issue with the overhead, it should at least be in the available info on the main site itself. Wrappers could have an * and a * below to explain some info.

  • On the front page:

    "Export your game to desktop PC, Mac and Linux apps by using the Node-Webkit wrapper.

    You can also reach the popular iOS and Android app stores using wrappers with built-in support."

    The mention of wrappers should already inform potential game-devs of the situation. Unless people don't understand what wrappers are...

  • - good to know, seems all this racket I is blown out of proportion.

    60 mb sounds better than 90 that is for sure and in win32 my game is 107mb.

    Just one last thing if you could answer even roughly within what range does your total game size fall under?

    ~420MB.

    There's bigger C2 games. I optimize my sprite usage for low memory footprint.

  • Thanks for your screen and information regarding this issue. What is interesting to me is that your dll is around 66mb and mine is around 90mb, while my game is around 130mb with 20 sprites with sizes lower than 128x128 or 64x64 pixels for each sprite and as I mentioned before 495 events and 1 particle system with a 12x12 sprite so far.

    This is my screen:

    Could you roughly estimate your event number, spirte number and game size while having the nw.dll at 66mb?

    What is interesting that when exporting an empty scene today, with no sprites or no events I ended up with a nw.dll that wieghed 129 mb(!) as I did end up mentioning earlier in the thread. Just crazy stuff.

    Is it possible for you to export an empty scene with NW.js and see what size is your nw.dll file in that empty scene?

    Regarding your other problems with your game do they strictly have to do with NW.js export? (not meaning to go off topic as this thread is about the nw.dll file being large and no info speaking of this anywhere to be seen, but I am curious regarding this matter)

    win32 export has a smaller dll, and it also runs faster.

    Unless you absolutely need above 4GB ram usage, exporting to 32 bit is much better as it runs on 32 bit OS AND 64 bit OS (all my test rigs are 64bit).

    I've got 17K events and thousands of sprites and particles (I stopped counting). Native 1920 x 1080.

    And it runs really well on PCs from 2006, on integrated Intel GPUs... can't really complain about performance at all TBH. Unity would be struggling on that hardware with my scene complexity.

    The other issues are MAC & Linux exports being broken with recent NWjs alphas (which are required due to fixing memory leaks and additional performance gains). Then the lack of Steam integration, it's a waiting game as each new iteration of NWjs requires an iteration of GreenWorks adapted to C2..

    So it's not perfect, far from it. But for PC (AND iOS!), performance is outstanding.

  • That's my game, in the sig.

    Performance is outstanding. Not a concern with the latest chromium powered NWjs.

    That's not to say there's no issues, there certainly are, but performance for desktop is not one of them.

  • If it works, then does not, usually due to a few things:

    1. Steam download or update corrupted some files. They need to validate the files and identify if there's some errors.

    2. Anti-virus software, such as AVAST is known to kill NWjs, just outright crashing it. Users need to make some exception for your game if they have some aggressive AV running.

    3. PC infected with Malware/Viruses.

  • Hey buddy,

    Glad to see you had your doubts about making a space game cleared, because it is quite irrational to worry about all the other space games out there... just focus on yours, make it unique, make it your take on the genre and it will stand on its own merits.

    My feedback, the art is good, but the nebulas may be too bright for your eventual spaceships to stand out. Have you got some place holder spaceships to test?

    If you've played the game Void Expanse, you'll know what I refer to, as it's nebulas are very bright and distracting from the ship combat. They added an option to lower it BG brightness and that helped.

    Good luck!

  • You're worried for optimizing game or for my time spent? Don't worry, I just need all the text and I will translate it. Russia - this is the second market of Steam, I remind. Think about it, when you start thinking on the profits.

    Both, any translator need to go through 5x PhD thesis worth of text... and I poorly coded it from a year ago making it very difficult to support multi languages, its something I messed up for with this game.

  • Most ppl buy games and play later its quite common. Time issues I guess, backlogs etc.

    I do it all the time, i got about 50 games I bought and i haven't touched haha.

  • Hey buddy, hope it's going well for you. If you get feedback from players, it's a good sign because they took their time and write on the forum for you to see their opinions.