Halfgeek's Forum Posts

    Ashley should have added easy tweaks that lots of users can do to minimize CPU usage, rather than highlighting what they are doing wrong, offer some pro-tips on how they can optimize their games.

    Here's mine:

    Work out if they need something to be done every tick (16ms) or not, if not, definitely put it under Every X seconds instead to lessen the calculations the CPU has to do.

    The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.

    Another simple tip, is to use Trigger Once often for events that you only want to occur once and not every tick. Like setting the Text in a textbox on touch or mouseover, tooltips for items etc. ie.A condition On Mouseover -> Set Text "AB" will occur every tick when its not required.

    Lots of other little tweaks can be done to get good performance of even complex games on mobiles.

  • If you just want movement or pathfind but not allow overlap, use the plugin solid push out.

    https://dl.dropboxusercontent.com/u/577 ... solid.html

    I use this to get my spaceship fleets to go somewhere without bunching up, works great.

  • So if we want to use big images, don't care about slight pauses, but care about memory usage (say, if we're making a hidden object game, point and click or RPG), we either use a separate layout or "load image from URL"?

    You can use big images, it just eats up your quota for memory much faster. Using individual smaller object sprites to form a scene is more useful in that you can re-use them in different forms and combinations to make varied scenery but at a smaller memory footprint.

    As for the image sizes and breaking them up, you wont save much on memory breaking one large image into quadrants etc. But certain images if you do it smarter, you can save a lot of memory.

    Let's say you want to drawl a line, it's 1200 pixels long and 20 pixels tall. You think because the sprite is small, it wont use much memory but its false. Into texture, such a sprite will occupy 2048 x 2048 texture memory or 16MB of ram. Why? Because its too wide (1200px) for the next texture down, 1024 x 1024 so it has to go into the next texture size up, by power of 2. These are optimizations you have to do when you work with mobiles. Never have an image like that, since its wasting so much ram.

    Bass_X iPhone 4 (non S?) is not very strong but definitely NOT normal to have 19 fps with 10 sprites, thats ridiculously bad actually.

    I have hundreds of sprites and particles and it runs fluid on HTC Droid Incredible (from 2010) with dual-core 1ghz and 512mb of ram.

    It must be running Canvas 2D without WebGL acceleration, which is very slow on older devices with weaker CPUs.

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  • Rushino Gorgeous sci-fi dungeon!

    gillenew Your setting is very nostalgic, reminds me of old SNES adventure games, Zelda and the likes. If thats the intention, spot on!

    DatapawWolf Thanks!

    C2, easy to use, hard to master.

    I'm still learning new things all the time on optimizing performance.

    Complex Sandbox RTS, running 60 fps on my tablet:

    I also had a fast paced physics action game running more than fine even on older hardware, which if you doubt C2's ability to make games with heaps of enemies, projectiles, explosions and particles on screen run fine on mobiles, you can try for yourself: https://play.google.com/store/apps/deta ... lite&hl=en

    Don't blame C2 for poor performance, nearly always, its down to your implementation and lacking in optimization for mobiles.

  • Your environment is stunning for a 2D game, especially the forest, snow and water scenes.

    Have to say it reminds me of The Postman movie with Kevin Cosner

    My only concern is the characters don't match the environment, which is realistic with a medieval/frontier tone but the characters themselves are bright and colorful, cartoony. The difference stands out more in motion in the video. But its a design decision and if you like it, then thats what matters, because artistic taste differ wildly.

    I wish you the best of luck on your kickstarter and greenlight.

  • I like the level layout and hiding the keys down there.

    Camera is fine. As a puzzle platformer, I like it.

  • Stuck on game still under dev... for a very long time.

  • Hopefully one more month (lots of random missions and all the triggers required is actually quite daunting as I am doing it now... depending on complexity it could be two months) and it will be on Android. I also hope Intel XDK has AdMob and Google Store ready then.

    I just want to get the game out with all the vitals and storyline missions completed, then later patch it up to include a online PvP mode and extra ships or modules. Currently doing the random missions as well as major story missions.

  • Looks like Vash the Stampede from the Manga Trigun! Look it up if you don't know what I am referring to, because using it as inspiration for some other chars would be sweet too.

  • Star Nomad for Android/iOS. Combat, Trading and Equip system done. Now its time for the fun stuff, random missions and storyline missions!

    [attachment=0:jao06qki][/attachment:jao06qki]

  • Actually pretty damn nasty to set a scam such as this. Not like indie devs aren't already poor to start with.. stealing from the poor...

  • As long as you avoid large images where its not required, you are doing nearly all that you can.

    ie. Avoiding making something larger than power of 2 rule, since it will waste double the required ram in texture.

    A 512 x 10 object may be 10kB as a filesize, but in texture, its 512 x 512 x 4 = 1MB memory

  • There will still be a difference, but it will be minimal, 20-25% performance penalty instead of the current 50-70%.

    With JS supporting SIMD and improvement to ASM HTML5 has a bright future.