jobel's Forum Posts

  • this should be documented somewhere... not cool..

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  • Its probably because construct adds a 1px border around each image, so your 128x128 image becomes a 130x130 image and that needs to go on a 256x256x sheet. The border is to prevent antialiasing issues.

    that would be really weird if c2 added to your sprite... that doesn't sound right to me.

    technofou are you sure there isn't an empty frame in the "animation"?

  • how many frames of animation do you have for that one sprite?

    also reference this..

    https://www.scirra.com/blog/87/under-th ... onstruct-2

  • first I doubt that GM can't do that.

    secondly, yes of course you can do this in Construct.

  • > newt - Steam has a monopoly on the game market. There really is no other platform you can upload to and get anywhere near as much exposure as you can on steam.

    >

    And that's why we should be using other platforms first.

    Itch.io, Gamejolt, you can even sell full games here in the Scirra store, of course it's not really marketed that way.

    don't forget GOG!

  • it's $100 per game, opposed to a one time fee of $100 for unlimited games.. not that big of a change..

  • thanks it's going well! I had a bit of a hiatus the last year, but I'm back to it. I haven't updated anything on the forums in a bit.. I probably will after the summer.

    hey those shadows look awesome.. are those rendered in real-time? love the look of this game...

  • I just created a few more units, and added some other things. After I get a bit more done, I'll put up a new video. Probably in a few days.

    looks awesome Drew! you should really team up with a coder... clearly your expertise is in modeling and animating, it's all very pro looking... not to say that you can't code.. I'm just saying add another person to help out will only make your game even better. There has be C# people in your area...

    good luck! I'm trying to keep a eye on your progress.. but I'm not on any of the unity forums! I'll try to follow your YT channel!

  • LaurenceBedford no no! I wish!

    artist is Mark Ferrari

  • The guy who did these exact pics (in the op) discusses how he did it and other stuff in this gdc video.

    he is discussing how he used colour pallette cycling to animate the pics in question at about 6 minutes and that it's actually almost impossible to do with modern tools. it is really worth watching the whole vid if you are into pixel art

    gdc video about the original pics posted.

    https://youtu.be/aMcJ1Jvtef0

    8 bitish pixel art.

    Link to original work now available through browser.

    http://www.effectgames.com/demos/canvascycle/

    .

    late seeing this..this is great..thanks for posting!

  • I just submitted my game for the Construct 3 Newgrounds game jam. It's called Three Seconds. You can check it out here: http://www.newgrounds.com/portal/view/693969

    Let me know what you think, thanks a lot!

    pretty good! I like it a lot.. nice sfx

  • it's a big game for C2, not necessarily as far as 2d games go.

    I guess that's a subjective term. What do you consider a big game for C2?

    Basically what I meant was that my laptop has a graphics card and a motherboard video (integrated HD). If I disable the graphics card and use the much less powerful integrated graphics from the motherboard the fps actually improves.

    does your laptop run other hardware accelerated games well? I would try it out on a various computers if you can to help narrow the issue. if you send me a build I can try to run it on my system (it's a couple years old and very moderate desktop).

  • I have probably about 1000-1100 objects (600 are invisible menu items) and only a few (maybe 30-40) are on the screen at a time. None of them but the player has any behaviors (platform) and one tilemap that has solid. Layout is about 4500 x 2600.

    generally speaking this should not be happening. I've seen enough C2 platformer games to know something weird is up with what you are trying to do. The fact that none of your objects except the player has a behavior and you've disabled all the events and still get the frame drop is very suspect.

    btw this doesn't even sound like a large desktop game.

    Ironically I've changed the node webkit from my powerful GPU to integrated intel HD graphics and I'm not getting ~60 fps as long as I don't maximize the window full screen.

    I don't understand what you are saying here.

  • jobel - the largest image is 640 x 360 (only one of them - the BG). I have probably about 1000-1100 objects (600 are invisible menu items) and only a few (maybe 30-40) are on the screen at a time. None of them but the player has any behaviors (platform) and one tilemap that has solid. Layout is about 4500 x 2600.

    It all depends on what your game is doing. I have far more objects and an unbound layout and my game runs at a steady 60fps. My game is a decent size, I have about 3500 events and the main layout also loads at least 10+ large sprites over 800x800, they are not always visible. The player character has around 48 frames of animation and currently it's a good 300x300px (downsized in-game).

    The only time I had a frame drop issue, was when I didn't cap out one of my spawners. I had been creating too many objects that were never destroyed (only if the player was near them).

    Not sure what to tell you, except that I've always tested gradual.. any time I add something new, I would check to make sure the game ran okay. When I had my one frame drop issue, I noticed it right away after I implemented it. So I knew I had a problem that I needed to deal with. Adding a cap system worked great, and the player never notices it.

    I think you need to find exactly what is causing it. What are those non menu object doing? there's about 600 of them. Do they have lots of frames of animation? try eliminating a group and see what happens. As long as you can reproduce your frame drop, you can always find the culprit, just gotta do some investigative work...

  • jobel - true, but I've tested all of that (deleted most of my objects, turned off all effects, AND disabled code and collision checks) to no avail.

    deleted most of your objects? of the objects you left have how big are your sprites? how many do you have? what behaviors do they use? what are they doing on the screen? you say your cpu is not taxed, so your fill rate has to be doing something taxing. How big is your layout?