Ldk's Forum Posts

  • Nevermind. Had to use trigger once to prevent milisecond replays of the sound

  • Hi.

    All my sounds have this echo effect when playing. Like a small reverb going on. But when i just play the audio file it sounds 100%. Its only in game that it happens.

    I trigger sound FX like If player is playing "run" animation and on frame 4 play sound "footstep"

    But it reverbs. Please help

  • that looks very good.

    SecondDimension The game is confusing. I couldn't get past the wolves section. There is a tunnel i cannot use. Eventually ran to the next layout with the rabbits

  • lennaert

    > Hi.

    > I tend to split my dedicated layouts now, objects, characters, etc. with a result indicating much lower estimated memory usages for the biggest layout (likely the layout filled with most unique objects/animations)

    >

    Where can i find more info about this?

    Ashley

    The slopes appear redundant but it contains small animated grass.

    I will go through a re-sizing exercise and re-size all my assets appropriately.

  • You may want to check my graduate project, it's not a game but more than an interactive, visual narration in the form of a platformer.

    See a short trailer here:

    And the relative topic here: https://www.scirra.com/forum/memories_t103976

    I loved your art style. It is very impressive

  • Challenge accepted

  • > And i had to create the same asset 4 times to use on the different layers due to OpenGL HUE n Blur performance issues on mobile devices.

    >

    I did not understood this part, what is it about?

    Basically the same trees are going off into the distance. Layer 1 has a copy. Layer 2 has the same tree. But i wanted the trees to blur as they go further into the background. Originally i did this with one tree and just reused it on the back layer and applied Blur n Hue FX on that layer.

    However on mobiles the performance drops to 10fps when i do this.

    So i took the same tree, rescaled and blurred it in Photoshop and use it on Layer 2. 3 and 4.

    So effectivly i have 1 tree with 4 different PNG files for it. Which sucks but there is no way around it

  • Well just to clear up a few vague stuffs.

    Only a few select animations run at 30 Frames per second. The rest run at 15 frames per second.

    I will admit, even for PC, majority of my assets are 35% larger than required but that is to compensate for large screens with Full HD capabilities.

    One place i do know i am wasting a lot of resources is that i have 4 layers. And i had to create the same asset 4 times to use on the different layers due to OpenGL HUE n Blur performance issues on mobile devices.

    But there is just no way around that.

    So i will just specify you need a certain amount of memory to play the game.

    Just to demonstrate every single block of spritesheet is 2048x2048

  • Well uncompressed all my animations so far is 1.2GB.

    Compressed its a lot less.

    I am also reusing almost every single asset i have to decorate the level.

    I don't think i can optimize it more.

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  • Yay!

    No more frame skipping animations to save memory tactics it is!

  • Hi.

    Im nearing completion of my game and im curious what is considered High Memory Usage.

    In C2 it states my Mem Usage Estimate is 580. I estimate that by the end of the project it should be just under 1Gb.

    I havent seen performance issues.

    For mobile i will do an optimization exercise and shrink all images used.

    Thank you

  • Arima Thanks for your suggestion. I just tried it and unfortunately did not work. The origin points will remain in the same place for each frame but because of the frame size differences the animation playback will 'jitter'. For cropping to work, the engine needs to take into account how much got cropped off in each frame and offset each origin appropriately.

    Kronar

    I have a thread about this issue. I have a solution that works great also. Cropping still works beautifully. I saved tons on memory usage by implementing the "fix"

    No jittering. Smaller sprites due to proper cropping.

  • Cool. Thank you for the insight. It does make sense.

  • > Its really hard finding games that were made with C2 that stands out.

    >

    A lot of big games don't like to disclose how they were made. In fact you go out of your way to hide that you used xyz - lol.

    My vote goes with this as sexiest c2 game

    Is there a reason for this? Are games looked down upon if made with certain tools?

  • Thanks. Some of those look really good.

    Yes i fully agree. The games should be showcased on the website to show to people what the engine can do.

    People respond to good looking things. It could be the best game ever but if looks crappy no one is going to pay attention. Well at least not the masses.

    Its really hard finding games that were made with C2 that stands out.