ibiz's Forum Posts

  • AshleyI'll leave it here. If you have time, read it.

    simblob.blogspot.com/2012/07/2d-visibility.html

  • I understand you Ashley. But if you look at the examples that I made, you can see that the size of the layout and the length of the shadow does not greatly affect the CPU consumption.

    The CPU is affected by the number of ShadowCaster objects. the ShadowLight plugin continues to calculate shadows for objects that are already in the shadow. Please note that I am now talking about Penumbra mode (Light height=0). To optimize, we need to remove the shadow calculation for objects that are in the shadow.

    I understand that this may be a difficult task for you, but 2 years ago I could not even dream of the weights that Construct 3 can now easily do with its large optimization. The community needs to optimize ShadowLight for using shadows on mobile devices.

  • Ashley I made an example for you. Which shows that the CPU is spent on calculating shadows from objects that are already in the shadow and far beyond the viewport.

    drive.google.com/open

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  • Good afternoon Ashley, I am currently testing the Shadow Light plugin and the behavior of Shadow Caster. I have a question about the effect on the processor. I'm using penumbra mode, and I've noticed that when you increase the layout size (50000x50000) and add a large number of objects with shadow caster behavior, the CPU load increases.

    Explain in more detail how this plugin works. As I understand it, the plugin calculates shadows for all objects in the layout at once, even for those objects that are already in the shadow?

    If this is the case, it may make sense to review the work of this plugin and make a calculation of shadows from a certain number of objects that are outside the viewport, just as it is implemented with the calculation of collisions in Construct 3 (collision cells). Or add the option to manually set the distance in the plugin at which the condition for casting shadows will be triggered.

    In the last screenshot, I disabled Penumbra mode for clarity.

    I think this will help us save CPU on mobile devices.

  • Thanks for the quick fixes. I love spriter very much and believe that spriter 2 will be even better. I understand that you have a small team, but I want to ask you to release a short article on how to properly configure animation in the spriter. I would like to learn more about how it all works. For example, what to avoid when creating animations for mobile devices in order to save CPU and GPU on mobile devices. (Does the number of bones affect performance) Ashley once did this very well with the construct 3 example construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips.

    lucid If it's not difficult for you, make this tutorial for Spriter, it will help you avoid making errors that affect performance when creating animations.

  • Yes I have the same problem.

  • I am one of those people who believe that you can create amazing and great games on Construct 3. But the lack of some things in construct 3 makes me feel discouraged.

    I think that you know and understand what genres of games are most developed on construct. It seems to me that the guide to Construct 3 should be oriented in the world of game development, and support the easy creation of basic game mechanics in the platformer and TDS genres.

    I like TDS games, I always keep an eye on the latest in this genre.

    Let's look at the example of the TDS genre, here I am downloading a game called Bullet Echo from PlayMarket. Bullet Echo is a classic TDS. This screenshot shows that the item becomes visible as soon as its edge falls into LineOfSight. And this happens in all games of the TDS genre that I know, but in Construct 3 I can't implement this mechanics without crutches.

    Let's look at another Popular TDS mechanic-line-of-sight visualization. It is present in many top games of this genre. I tried to implement the mechanics using your lessons using layers and mixing modes. I got 20-30 frames per second and 90%CPU on mobile devices.

    I used to think that this is a very complex mechanics for CPU and GPU on mobile devices, but how disappointed I was to see 20 players with LineOfSight visualization on a single mobile screen. And it still worked fast and smooth with 60 FPS and 40% of CPU. Here are examples of games.

    These questions I meet on the forums starting with Construct 2. And for so many years, there were no solutions to these questions. I want to create big and interesting games on Construct 3. and the position of orienting the engine only for beginners is fundamentally wrong. Or at least indicate in the description of Construct 3 that it is intended for children under 12 years of age, and not for serious game development.

  • Line of sight won't check every pixel within the collision box of every object that needs to be checked, that would be absurd. The origin point makes the most sense.

    A solution would be for you to use a invisible helper sprite as a ray to check for overlap.

    https://www.construct.net/en/tutorials/lightning-fast-raycasting-587

    Why check each pixel if you can check the points of the collision mask? Your implementation is crutches. I pay $ 100 a year for 3 beta, and would like to have some obvious things right out of the box.

  • Good afternoon Ashley , I have a question about LineOfSight. why the behavior doesn't work on the collision mask, but only on ImagePint0. This is not logical since the object can climb out from behind an obstacle and ImagePoint0 does not. How to implement lineOfSight triggering on a collision mask.

    Tagged:

  • Hello, I found an error. The condition doesn't work "Position is outside padded viewport"

  • Hi, I want to join.

  • Hi Lucid and Spriter team , there may be a lot like me, not making noise, but looking for solution to use with good performances the spriter pluggin with C3 runtime. every other day, i regularly come to see if any update. I have to say, i appreciated spriter (I brought spriter pro), not because it has the best hability to animate (it is not the case), but because it use to have the best pluggin for construct, highly integrated... (and some good tutorial). this is not any more the case.

    Since a year now, I convinced myself that i have to be patient, but time pass and i loose trust in spriter team answer reliability.

    Please, I beg you, could you please finilize this pluggin and integrate it into the official C-3 pluggin.

    ... and when spriter 2 appears (not considering the little spriter 2 demo available now), be the best for animation, the best for C3 runtime integration... and the best for tutorial.

    I am sure it is a good business deal for you as well.

    have a good day.

    Bertrand

    I completely agree with you. Make a working plugin for construct3 and then work on spriter 2, judging by the demo spriter 2 is very raw to use in your projects. Make a working spriter pro plugin for C3 this will be the best solution.

  • The plugin does not play the animation until there are no actions in the runtime. The animation starts playing only after the start of the 8-direction movement.

    C3P

    drive.google.com/drive/folders/10DJ9ZU4EnmJvIpjTxPF_PHUDT5kE237J

  • Hey. Guys this is a very educated decision on your part to do a plug for C3 runtime. I was very upset when I saw spriter 2 because there is still a lot of work, and I had to freeze all my projects on construct. But now that spriter pro is for the C3 runtime, you can continue to work on your projects and wait patiently for spriter 2. Thank you very much, good luck in development!

  • I try this method as in the screenshot, but it doesn't work after exporting to APK

    The same applies to JS scripts. JS does not work if you specify the path to the JS file in the project.

    CSS styles work only in such form as in the screenshot 2.

    How to write the path to local css and js files in html iframe?

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