Halfgeek's Forum Posts

  • jayderyu

    You are severely underestimating draw calls of devices.

    A modern computer can easily handle 30,000 draw calls. Something like an i5 CPU can handle 20,000+, i7 is more. This is from DX11 vs Mantle dev talks.

  • I believe it was fixed awhile ago, so that every X with choose or random will proc again the next time it triggers so it re-picks a new X. It used to be always the same X and it repeats itself as I recall I had a similar issue about 6 months ago.

  • You would almost never need to worry about memory usage for desktop games, with WebGL in C2 being very good with memory management, I doubt you will ever have over 2GB of assets on screen.

    Most desktops have 4GB of ram, many have 8GB.

  • Do you also find UI is the most annoying to do?

    I'm procrastinating in my own UI..

  • [quote:ghwhsnb4]Alpha footage of game mechanics, lots of particles used, independent turrets, faction AI and pathfind, game runs very well on older devices, tegra 3, samsung s3 etc.

    Holy crap that's awesome! I've been working on a game kind of like that called Captain Zero for a long time but it's on the back burner... Time to put it on the front burner I guess!

    Thanks. Have you got a blog, I'd like to see Captain Zero! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    As for HTML5 and mobiles, just take care and keep testing on devices as you add new features. Make sure you did not fubar the code somewhere with an endless loop or heck, checks every tic when it doesn't need it.

    I have about 400 to 500 objects on my layout, asteroids with rotate behaviour, blinking stars, space dust etc, along with all the objects generated by ship trails and during fights, particles from weapon hits. All up with particles, it would be >1,000 objects. On top of ship pathfind and AI. Runs great on even older not top of line devices.

    I say to new C2 users do not be discouraged, it's possible to make big games run well on older devices not to mention newer ones, even big RPGs:

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  • We are not using any 3rd party plugins. In construct, the memory use in the status bar says our game is using 382.3mb. If this gets multiplied by 4 when exporting using Cocoon and played on the phone, I can clearly see why the game is crashing. Is there any way to lower the amount of memory used by the game?

    Holy crap, Construct is saying you use 382MB?!!! Mother of god... how big are your background and sprite images?!

    The only way to lower the memory use is to use smaller sprites, instead of 512 x 512 or 256 x 256, consider using 128 x 128 pixels. Also do not have the background as one large image file, it's insane to do that for many different backgrounds.

    If your game is 1280 x 720, each background image of that size is 16MB into memory as a texture 2048 x 2048, because it will not fit in a 1024 x 1024 texture as its width is too large, it has to go up to the next power of 2 texture.

    READ THIS: https://www.scirra.com/blog/112/remembe ... our-memory

    And read it again and again til you understand.

    When you design for mobiles, target a device and aim to have less than half its total ram taken by your game, because mobiles have a lot of junk running in the background it consumes nearly half a device's ram. ie. a 1GB phone typically only have 500MB free for apps. If you want your game to run good on 512MB devices, don't let it consume more than 256MB ram etc.

  • hollowthreat Yes it strains the CPU more especially, since the code is less efficient, it takes more compute power to get it to run at 60 fps. Thus it drains battery faster.

  • It's not the file size but the memory usage.

    Compressed PNG 8bit or JPG don't use much filesize, but once they load into memory as a texture, they become massive. A blank 1280 x 720p sprite for example, is probably a 1kb JPG, but its actually a 16MB texture in memory due to being placed into 2048 x 2048 texture.

    My Ninja game is only 17mb exported but CocoonJS loading all the assets into memory = 450MB into ram on start, crashing devices with 768MB or less ram.

  • Yes, you make reasonable facts, gameplay is more important than graphics but without a lot of graphics as content doesn't offer higher replay value, you're talking about simple games that no one would like to replay... until it's totally innovative (No, it's not like flappy bird.)

    No, I'm NOT talking about simple games that no one would like to replay... what makes you assume such a thing?

    Having 1,000 sprites on the screen as a limit to developing a game goes a bloody long way. Think of a good RPG, how many objects are on screen at any one time? 300 is more than enough. RPGs and RTS are generally regarded as the most complex genres.

    Have a look at these examples,

    https://play.google.com/store/apps/deta ... ikeyshorts

    https://play.google.com/store/apps/deta ... ox.android

    Is there a reason why you think Construct 2 won't be able to make such a game? There's so many hit games I look on the Google Play store and think immediate "gee, that could be made with C2 for sure!".

    Edit: Here's my current project, a sandbox space RTS! Of all things to make with "simple" C2, making a sandbox RTS I wouldn't consider it simple or lacking in replay-ability.

    Alpha footage of game mechanics, lots of particles used, independent turrets, faction AI and pathfind, game runs very well on older devices, tegra 3, samsung s3 etc.

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  • Saying its slower by 50% is fine and good, but at some point, enough performance is enough, no? I mean if you have enough performance to make a game run 60 fps with a lot of animated sprites, collision checks, particles, that there is enough to make a great game of almost any genre.

    Is it good to make huge games with massive assets? Heck no. It's limited by the worse memory management for that.

    Is it good to make games with many thousands of onscreen sprites and particles? Heck no. It's limited by its slower performance.

    But you can do a lot, if you limit yourself to a reasonable number of objects, say 1,000 objects onscreen, it will run even on older devices fast.

    I was recently testing some stuff on the chrome browser on a Nexus 7, that thing eats JS and spits it out like nothing. The hardware is getting so powerful these days. If anything, its the lack of features, ie. AdMob, Google Play Social plugins etc that is the letdown rather than raw performance.

  • How big is your game? Whats the memory use in Construct 2? Because for CocoonJS, multiply whatever memory use in C2 by about 4 and thats what it uses on mobiles.

  • mobdev !! can you give some steps for uploading to google play with intel xdk. i was thinking to zip align it . but you are telling that you have just uploaded the apk from intel ... is it true.. please guide ...

    You don't need to do anything, Intel XDK does it all for you. The APK can go straight into GPlay and its fine. Always select Beta version when you build, it often fixes a lot of bugs.

  • Finally got an Alpha Gameplay for my upcoming Space Sandbox RTS, Star Nomad. Designed for Mobiles first and foremost.

  • Alpha Gameplay Promo!

  • Crosswalk needs to fix their volume issue. All my games tie to the phone call volume instead of the media volume

    Already fixed. When you build, select Canary. No more audio issues since.