Halfgeek's Forum Posts

  • Tinimations that can't be right. My entire game has 3 processes running and doesn't equal more than 300MB

    32-bit NW 10.5

    I use 32-bit NW 10.5 too. I would guess all of my assets if loaded would take around 700-800MB. That is what I get after playing awhile, the 2nd processes (biggest) reaches ~700MB.

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  • An empty layout in the game without any art, sound or events. One of NW.js processes uses minimal ram here, but there's always one process (which I guess is cache) uses roughly 1.5 gb even in an empty layout.

    There's two nw.exe process, the smaller one is your current game/layout.

    There's a second process of nw.exe that loads all your assets as they appear in your layouts. It acts as a cache I think. The more layouts you change, or more sprites you call in, the bigger the cache becomes. Once it maxes out (loaded everything available in your game), it doesn't grow.

    I'm not sure what would happen if there's not enough system ram for the cache to grow since my PCs have 12-16GB ram and my game tops out around 700mb. If yours top out at 4GB for the full game, I don't think you need to worry for PC/MAC as most low end systems have 4-8GB memory.

    If I had to guess what happens when you don't have enough memory for caching, it would load from your disk, causing major stutters as big sprites with animations are called in.

    Maybe Ashley can verify or explain the inner workings of this process.

  • I tried exporting a build with it. The jankyness seemed gone, but back was the horrible memory management. The memory use grew bigger and bigger until it eventually crashed (At worst the collective memory use between all the processes was 4gb, LIKE WTF). At least something got better with the latest editions.

    I think we discussed this awhile ago, it's probably due to your game having so much music/sounds and the lack of "unload" action to remove sounds from memory.

    Since your game is about music/sounds, this is the one case where C2 needs to have an Unload option to go along with the Preload action, to allow developers more control.

  • This jankyness issue is bringing me to the point of madness. The game starts almost without fault to jag harder and harder the longer the playsession. I'm to submit Klang to IGF this weekend, and I know it stands no real chance in the technical department due to this issue. I'm just hoping the avarage judge quits playing out of time constraints before the jaggyness kicks in. IT REALLY SHOULDN'T BE THIS WAY. Like someone else mentioned, I'm often daydreaming what it would be like to work in GM instead...

    I also see there hasn't been a new node webkit since march? When's the new edition with chromium 43+ coming out?

    I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.

    You suffer stutter in NW 10.5?

  • This looks awesome!

    Where will it be playable at when released (and what platforms)? Is it multiplayer? (sorry if I missed that info somewhere)

    Thanks!

    It's designed for PC/MAC, I haven't considered how it will play on other platforms yet. Single-player only in scope.

    But I do have plans to eventually port it to iOS, for the iPhone 6 Plus and iPads at the least. Android is probably a no go, I'm certain the webview/cordova on Android cannot handle this game's complexity and battles.

    iOS's WKWebview is really fast in my experience (~5x faster than Android Chromium), so it should be able to handle a slightly toned down version.

    There's a lot of money to be made on iOS if you have a good game, especially if you are already making a game on C2 which is cross-platform, it would be throwing away $$ to not port it to iOS.

    So the currently plan is to finish/polish for December Steam release. Then work on the iOS port. When that's done, I have some cool ideas for the next game already. Hopefully Star Nomad 2 earns me enough $ to justify being a game-dev (and buying the Scirra business license!).

  • Looking forward to playing it, was a big fan of your original

    jobel

    vtrix

    Thanks!

    Darth, I hope to release it in December, before xmas. Still have lots of polishing and bug-kill to do, then final balancing etc. Not that much time left til the deadline!

    I don't know the cause of it, but 10.5 is still good for Steam so its what we've been using.

    Would be nice to move to later Chromium though, there's some performance improvements.

    I tested NW12 awhile back, it ran a bit faster than 10.5 (lower CPU usage) but it didn't feel as smooth after playing for a longer period.

  • I just found it interesting that they have many of the same complaints that are frequently raised about C2.. but they were talking about Unity!

    Unity cops a lot of flak for being amateurish compared to UE4 but some really excellent games have been made with it in recent times:

    Cities: Skylines being one of the most impressive for scale and optimizations.

    Satellite Reign being one of the most good looking Unity built game, ever. It looked so good I didn't believe it was from Unity until devs confirmed it.

    It's the user, not the tools, in this case. I feel the same way about C2 and 2D games.

  • if time is not a concern, by all means sit tight and be patient. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Don't give it for free, you put a ton of effort into it, you deserve some reward to help you make more games. So even if its not a major seller, its still money you can use to invest in assets, hardware, etc.

    Suggest you look at this:

    http://steamcommunity.com/workshop/brow ... ollections

    Find the collections that's recently updated and fits with your game's genre/audience. Then ask them nicely in the comments to include your game in it. It will help drive some traffic to your greenlight.

    Also get to Reddit, make an account if u don't have one. Find some subs that appeal to retro gamers or twitch gamers (similar to Hotline Miami!) and make a nice post to introduce your game! Be honest, invite feedback.

    That's pretty much my marketing "plan" for greenlight. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • If its a good game it will sell decent on Steam, just be patient you will pass Greenlight with time. No need to set it for free.

  • MadSpy

    Colludium

    Irbis

    Anonnymitet

    Thanks you guys, I was worried the swarm of big marketed Greenlight games would overwhelm Valve and the smaller guy will be left behind but it does not seem to be the case, yet.

    I followed a bunch of other titles that had a small team who didn't get any press coverage, and their games got Greenlit after ~6 weeks as well.

    Good motivation for me and you all for our next projects!

  • https://www.reddit.com/r/gamedev/commen ... to_unreal/

    For those who are deciding between Unity & UE4

    MadSpy

    Excellent work!

    Does it work on NW beyond 12.0 or are we still stuck with NW version specific?

  • Six weeks, it just passed Greenlight this morning!

    There's a ton of competition these days with so many games and a lot of marketing behind them. I'm glad to see it's still possible for the small guy with no marketing budget or major coverage to pass on the merits of the game alone.