LaDestitute's Forum Posts

  • So, I'm approaching the stage in my gamekit where I'm implementing dungeon mechanics and I'm curious of performance in the context of a large map like a dungeon or or town. Say, the dungeon map size is about maybe within the range of 1500x2300 or so, give or take a few hundred pixels.

    Does particularly large layout size have any impact on performance? I don't think it should at least not in the context of overly excessive sizes but I just want to be sure. Also if any of these methods are the best to go with, performance wise.

    A) Just have the whole dungeon as a large tilemap

    B) Like above except if there are any extra floors beyond F1, have them as their own separate tilemaps (expecting of course, they're bigger than 500x500 or something, if not, no reason to separate them)

    C) have each dungeon room as it's own individual layout...probably slightly marginally better for performance if you go excessive but has the design issue of clutter if you're sloppy with organization/names. Also unless I can get my custom camera system to play nice, this is also better to restrict camera view to a single room.

  • I figure a small update is in order, since it's been two months or so.

    I've gone back to working on the gamekit as of this week, despite planning to earlier than said week. What's taking me so long is a bunch of difficult bug-squashing at the moment, and I have a list of about eight bugs in total, and while one is technically an anomaly and just strange behavior instead of an actual gamebreaking/functional bug, most of these are difficult in nature or part of an interconnected mechanic (disable X to debug and expect to see a big chunk of a system breaking as a result).

    If anyone wants to help, PM me and I'll send you the current capx and here is a list of the most recurring/functional bugs:

    *Not all dialogue characters are getting displayed for the textbox (despite the .xml source showing otherwise and the text not reaching the 'character limit')

    *No pause during dialogue boxes (easy fix, just listed for completion's sake)

    *You can open two chests if they're one tile apart in terms of free space (easy fix, just listed for completion's sake)

    *Bombs do not keep their state with a file if saved (easy fix but a bit more complicated since it involves webstorage data, just listed for completion's sake)

    *Door teleports do not function properly all the time

    *Enemies sometimes lock Link in an input-ignoring freeze with contact damage

    *Blocks making sounds when pushed against a wall

  • Please read the pinned topics at the top before posting questions like this.

    Beta/early-access for Construct 3 starts in April:

    [quote:326ejogd]When’s the release date?

    We plan on launching the first public beta by April. We’ll give you a more accurate date closer to the time.

  • Next year? I had hoped to get it out by this month or even November, but I'm projecting early 2017 (quarter one) as I have a ton of bugs to squash, dungeon mechanics to implement, and then to reskin the gamekit for commercial selling.

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  • Infodump (comprensheive as possible):

    * Coming March 2017 and is packaged with both Joy-Con controllers

    * Hybrid console and not a successor to the Wii U (both home and handheld, seamless switching between both)

    * Nvidia powered GPU (Tegra GPU, efficiently scaling high-level graphics card GPU, integrated with the OS for better performance and efficiency, custom advanced tools/libraries/physics engine for developers, go read the source if you want more info)

    * Large third party support (From Software, Bethesda, Platinum Games, Epic Games, Starbreeze, 505 Games, EA, Take-Two Interactive, among others besides general fare like Capcom, Sega, Square Enix, Ubisoft, Atlus, TellTale Games, and Warner Bros)

    * Known speculated titles are: Zelda: Breath of the Wild, Sonic, Just Dance 2017, Monster Hunter, Dragon Quest XI, Skyrim, New Mario title, Mario Kart, Splatoon, and NBA2k? Question mark because more titles maaaaybe will get announced in the coming days. Speculated because some of these are seen in the trailer but we haven't received official word yet if there is official release for 'game x' other than conjecture from devs online.

    * Game Cards (cartridges) as game-media, no backwards compatibility with the Wii U or 3DS

    * Has a dock for home use and the tablet is the main console, dock charges the console's battery

    * Amiibo support

    * Controls are detachable and slide off from the tablet and can be merged to form a more traditional controller (stick and buttons on both sides)

    * Split-screen across up to four Switch consoles

    * Has a pro controller

    * Main console has kickstands

    //Sources

    *

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    * https://blogs.nvidia.com/blog/2016/10/2 ... do-switch/

    * http://www.nintendo.com/whatsnew/detail ... ing-system

    * http://nintendoeverything.com/nintendo- ... ile-games/

    * http://www.neogaf.com/forum/showpost.ph ... ostcount=1

    * https://www.reddit.com/r/nintendo/comme ... ch_so_far/

    * https://www.reddit.com/r/MonsterHunter/ ... apcom_has/

    * http://www.ign.com/articles/2016/10/20/ ... l-features

  • Tilemaps and also see this article:

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

    (scroll down to the point they start talking about composition)

  • You know, you could put some kind of actual link to the game.

  • On the graphical side?

    Tilesets are a lot more efficient, even with processing and memory usage. Take a 13x16 tileset (assuming each tile is 16x16)...that tileset is only generally around 24 kb while each tile on it's own would only be 4 KB...but 4 KB multiplied by 208 tiles would probably take up a fair bit more space than 24 kb. 832 Kb but still, it can add up if you have several tilesets that are more than 512x512 in size, I mean comparatively if you were to use several amounts of 512 singletile sprites.

    I'm not sure about the sound files, though.

    Are you using the recommended audio filetypes with Construct 2, i.e aac/ogg? I don't think it would effect compatibility but you could try including only ogg files. I'm doing that with a project of mine (well, initially inadvertently) but my game seems to run fine on both NWJS and browser.

    Besides that, I'm not sure what else to suggest. I mostly only know visual/graphical optimization, as for why. I'll try looking into more tips for you, though.

  • Are you using tilesets to manage graphical assets for maps/static background object sprites?

  • Cordova or Amazon Appstore.

  • New build, dungeon mechanics coming soon!

  • New build, dungeon mechanics coming soon!

  • Also, I would recommend pre-loading all of the ajax files and audio before the game technically starters, gameplay wise, such as from the title/first menu screen before starting a new game.

  • Chain all of your ajax requests like this. When one finishes, have it's 'on completed' check start a 'queue' and request for the next ajax file you need and so forth. Then with the last AJAX request you have, put the variable change as a check to confirm all of the assets were loaded I put in the previous post up there. Don't allow the game to actually load (such as on player request with pressing start/space) until said variable meets said value.