Halfgeek's Forum Posts

  • That makes no sense, that would kill/slow down my game if there was so many objects with "On collision". Can you do me another favour and run this program, or if anyone else could as well. And just disable "On collision" and enable "Is overlapping" and next try the other way around and screenshot the debug performance window. Because it seems strange that it would be that different. Have you done anything special with your "On collision"?.

    Your capx works as you say.

    Give your sprites random bullet movement and then test with On Col vs Is Overlap. I suspect the behavior may change with a sprite that's constantly moving to one that is stationary.

    Here's my debug shot.

    [attachment=0:21q5k87z][/attachment:21q5k87z]

    Each bullet has to check against enemies, each enemy has a separate left & right shield which when depleted, the collision is ignored and checks if it collides with the hull afterwards. Drones also check for collision to enable/disable some movement.

    There's some fights that happen off-screen that also needs to be calculated.

    I have very low collision checks per tick though (much less than your examples), most of the calculations go for AI position, distance, angle, and lots of variables, so perhaps in my case, any efficiency gains with Is Overlap won't make much of a difference.

  • Its well known C2 games use mostly 1 thread only, with exceptions to node pathfind. Is that a limitation of the underlying JS engine or chromium engine or is that just a C2 limitation?

  • > I find no difference between On collision or Is Overlap.

    >

    That sounds weird, because there is no doubt when I test it that I get a huge difference in performance, do you have any data to show, that would be interesting to see?

    Like how many objects etc. would like to see that.

    ~1400 objects peak, 60% CPU usage. No difference in CPU usage with On Col or Is Overlap. No difference in collision checks per tick.

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  • I find no difference between On collision or Is Overlap.

    Ran through this battle (

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    ) a few times with the different collision/overlap triggers. Similar checks per tick, cpu usage, etc.

    I normally only use On Collision because it triggers once by default and thats what I need most of the time.

    CrudeMik For physics, they can be disabled separately to the normal collision. There's two layer of collisions for objects with physics.

  • I still get random stutters for a fraction of a second here and there.

    I got it when I was on a very beefy Radeon R290 and still get it now on a Radeon 7950.

    It feels like the stutter is a) texture dumping & loading, maybe gc related b) logic bottleneck or c) memory leak? I say this because in games where these are in fact the causes, I get random stutters too.

  • Looking at cpuutilization, I can see around a 10-20% CPU usage drop during intense fleet action. That's a very good boost for efficiency!

  • steamcommunity.com/sharedfiles/filedetails The game's finally up on greenlight! Any votes or comments would be massively appreciated!

    Definite Yes!

  • >

    > ..Since you asked for cool space weapon suggestions..

    >

    Temporal Displacement Canon: Canon shooting a single shot flash with wormhole properties.

    Upon impact, the target is randomly moved out of range.

    Magna Canon: Canon firing a pulsating beam.

    While the target is being hit, it becomes increasingly magnetic.

    Nearby ships will be attracted with a chance of crashing in to the target, your own ships may suffer from this as well.

    EMP wave: Conical expanding electric magnetic pulse.

    Those hit by the wave will be temporarily disabled, your own ships as well.

    The closer you are to the source, the longer the effect lasts.

    I already have the temporal gravity cannon. :p It crushes armor with a side effect of slowing down ships within the AoE.

    Magnetic effect sounds like a cool active module.

    EMP wave also would be a good active module.

    Thanks!

    I've got plans to have ships with 1-3 active module slots where they can select from a wide range of abilities, draining energy (shared pool with weapons firing & shields regen) on use.

  • Just wondering, how will the combat play out? Will the player be able to switch between control of individual ships on their side, or have one ship that they control and the rest are AI?

    The plan is to have the player in the main ship (fully customizable) and up to 4 recruitable NPCS (out of a bigger pool) with their own vessels. They have their toggle-able AI modes as well as obeying orders such as "Focus this target" or "Move to/Defend this location" besides the standard "Guard me" default mode.

    NPCs differ in their ship, modules as well as a full perk tree which is unlocked via XP. I plan to have them fulfill classic RPG roles, such as Tank, DPS, AoE DPS & Support.

    A 5th squad member will also be recruitable, its a retro-fitted mining barge that serves as a resource gathering/production/combat "mothership" which can be upgraded, but is not flexible or potent in combat as the others.

    A 6th NPC slot is reserved for temporary hired mercenaries (hired at planets or stations). It could be a big ship, or a squadron of smaller ships.

    Vision is normally restricted to the player, but you can deploy recon drones to scout around the system very fast, or change the camera to be the PoV of a targeted NPC ship.

    I like squad combat found in games like Fallout, where the NPCs have their own AI (based on their personality & weapon ability), but the player is able to toggle within their range. I prefer to focus on my own ship and you'll have to, due to the WSAD piloting as well as manual aim of turrets (which offers more range than leaving it on auto-AI aiming).

  • lennaert

    Thanks. That other video is from Star Nomad. I aimed very low with that one because 1) starting out so wanted to make a simplistic spacesim to learn gamedev & 2) wanted a game that runs smooth on mobiles. I've learnt so much making it though! C2 is a damn amazing piece of engineering marvel, the more you use it, the deeper it gets. Seeing The Next Penelope (@Aurel) inspired me to bite a massive chunk first and learn to chew it later... or aim to the moon, make it or crash & burn trying.

    lolpaca

    Your dungeon crawl Greed is looking fantastic too!

  • Update 7/9/2015:

    It's about 90% done, I've made a trailer here:

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    Steam Greenlight http://steamcommunity.com/sharedfiles/f ... =513945382

    If you like it, please help out with a Yes vote. Thank you! <img src="{SMILIES_PATH}/icon_mrgreen.gif" alt=":mrgreen:" title="Mr. Green">

    --------------------------------------------

    Star Nomad II (PC) can be quickly summed up as a Squad-RTS (Real Time Strategy)/RPG (Role Playing Game) Spacesim.

    A combination of some of my favourite games & mechanics from FTL (Faster Than Light), Mount & Blade, XCOM, Shadowrun & many Spacesims (Privateer, Escape Velocity, Freelancer) that I grew up with.

    At its core, it encompasses several major gameplay elements:

    Space Trader: Full dynamic chain of supply, affected by events, piracy etc.

    Tactical Squad Combat: Real-time, WSAD + mouse weapons control with pause/command mode.

    RPG Progression: NPCs & Player Progression via XP/skill tree as well as ships & modules.

    Complex Faction Dynamics: AI dynamically conquer & defend systems. Your actions, big or small, have a major effect.

    Mining: Resource gathering to acquire elite ships & modules.

    Random Encounter Driven: FTL-esque, everytime you enter a system, there’s a random chance at a branching event based on your decisions!

    Dynamic Sandbox: Player can side with a major faction to conquer the Sector or go Rebel-mode & liberate the systems!

    Sidequests: Each recruited NPC has a backstory & goals which you can unravel & resolve.

    --------------------------------------------------------------------------

    Dynamic Conquest, where AI Factions lay siege and move fleets against each other:

    Epic-Scale Battles:

    Unique Faction Fleets & Tech:

    More Info My Devblog:

    https://halfgeekstudios.wordpress.com/star-nomad-ii/

  • Thank you very much Beaverlicious & A0Nasser

    Both solutions are excellent! Smooth as silk!

  • I used to rely on fraps to capture the screen directly off a Chrome preview, for simpler games that seems to be fine, particular ones that do not use much WebGL shaders.

    But with a more complex game, the frame rate tanks very hard, the capture is very choppy. I know some of you guys have mentioned this to be an issue, but was it resolved by using a better screen capture software (that you've tried)?

  • Hypothetically with infinite time and resources can someone make an EXACT replica of games such as "The binding of Isaac Rebirth" or "Super Mario World" using Construct 2?

    - I am less interested in simple app games for mobile and more interested in retro style games like from the super Nintendo era. Construct 2 seems to have more people making games for android and ios as simple game apps.

    It's already been done. Look up "Our Darker Purpose" on Steam: http://store.steampowered.com/app/262790/

    C2 is actually better for users who make any sort of game (including massive ones) for PC/MAC because its just better supported and fast without major issues. It's more messy for Android & iOS, limiting games to smaller bite sized types.

    There's very few "big & complex" mobile games made with C2.

    I hope to change that.

  • I'm still very very satisfied by how well a C2 game can run, even on old hardware.

    My game runs very smoothly even on crappy laptops now, I'm impressed.

    You definitely can push hard on C2, and have tons of ressources with no problem. It does a superb job at managing/optimizing the memory for you.

    As jobel mentioned it, I had some problems with people wanting to stream some Penelope footage.

    Half of these problems were only because of me (you would want to have a look at "delta time" management way more closely than I did) as I didn't test enough my game in extreme conditions (under 15fps or at more than 100fps on top end monitors).

    The other half is how the frameskip is handled in C2. 40fps doesn't look like 40fps but sometimes feel more like 20, and when people stream the game in bad conditions (play+local record+ online stream on poor setup) it shoes. For normal use, aka only play the game at 60fps on many many machines, you can be sure it will compare very well with games made using Unity or GM. Again, even 2 years later, I'm still happily surprised by the C2 perfs.

    Honestly, if you're not interested in consoles (<be really sure of this, all consoles), I don't see why you shouldn't pick C2 for your game. No engine is perfect, and this one is very good, very fast, very cheap and have a GUI designed by a brilliant mind. Wish you the best with your game!

    Coming from Aurel, this is all you guys need regarding C2 and "Big Games" for PCs.

    In my limited experience, it works just fine baring some fixable issues (Node Webkit relying on Chromium which Google messed up for a few versions). But these are fixable issues, yes, it requires a bit of troubleshooting.

    ps. C2 for PC/MAC has excellent memory handling of large amounts of sprite & art assets.