ome6a1717's Forum Posts

  • - ah brilliant! I will give that a shot - thank you!

  • I've been traveling for a while and I've had to use my surface book to code lately. My game isn't huge; ~4k events with ~50-60 mb of images.

    Moving stuff around and placing stuff (for the most part) is pretty fast (cutting and pasting takes a bit), but when I press return or double click an event, it takes almost 3-5 seconds for the dialogue box to pop up. I thought maybe it was a resolution thing (the native and ONLY 3:2 resolution on the surface book is 3000 x 2000 with 175% upscale), but lowering the resolution didn't seem to help.

    I'm running windows 10 with an i7-6600 (2.81 dual core), 16 gb of ram, and 705 gb of ssd hard drive space.

    Can anyone think of anything to do to speed this up so it's more like my desktop? (it's near instant). I've been stuck with it for a while, but I'm starting to do some heavy coding, and waiting 3-5 seconds per dialogue box is pretty time consuming.

    Thanks!

  • Make sure the array size is wide or tall enough (click on array, and set the size)

  • Anonnymitet - actually it'll be more like trying to make money on the Apple Store. I can see hundreds of titles released every week.

  • cjbruce - of course not. Green light was the lite version of quality control from how they originally did it. Now they get so many submissions it's easier to just cash in on it and rid of any quality control.

    Huge disappointment for developers, but it's also bad for gamers, too. Everything is going to be catered to what you like, leaving you with no way to find out about things you "might" be interested that you had no idea existed.

  • 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.

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  • jobel - that's literally nothing. It's a change because green light wouldn't just allow everything in. Now everything is fair game. If I make a crap game and sell it for $10, I'll easily make my $100 back, so where is the risk?

  • Aaaaaaand cue the end of the indie game industry.

    Well done, Steam.

  • WackyToaster - what I've learned in my experiences is that ESPECIALLY if there are no instances of the enemies - it will consistently run all code checks pertaining to the non-present enemies.

    What I do is create a spawner for each enemy, and at the start of a layout I check if the spawner exists. If it does, I enable the group for the enemy code and create the enemy per each spawner. If it doesn't exist it disables the group.

    This way you don't have to worry about it running code for nothing as well as making easy changes to your enemy without having to do them in every layout or in code.

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

    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.

  • jobel - the non menu objects are only maybe 15-20 sprites with no animations or large frames (most of them are just duplicates of each other; a lot of them spritefonts). Some of the spritefonts have effects, but they're all on invisible layers so they shouldn't be rendered. I'm considering rewriting all of my code to dynamically create the menu instead of have it on a global layer. I'm not sure that'll even do anything, but at this point I'm kind of not sure what else to optimize.

    I have noticed that alt tabbing back in and back out can sometimes make the fps drop to ~30, but then if I alt tab out and back in, it'll go back to 60. I honestly have no idea what's happening. 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.

  • 94 - As long as you don't have 1 GB in a single layout, that's fine. I get that warning message all the time. If you DO, then you need to reassess your ideas a bit to get the number down. Reuse images, use smaller resolution images and scale them up in the construct editor instead, etc.

    Add a text object and set the text to imagememoryutil (or whatever it's called) to see what each layout has. Spriter will obviously help a lot with that.

    Keep in mind that 1GB isn't RAM, it's VRAM (the RAM on your video card) - most cards can actually handle ~1gb+, but it's best to assume most people that are going to play your game are playing them with potatoes.

  • From a complete coding novice - I'm interested in how long the runtime will take to rewrite? Is this a sort of "will be released in 2018-2019"? Or a month or two?

  • Ashley - I just sent a follow up capx with no plugins (hopefully)

  • Ashley - my layout has 3 of the same tilemap on 3 different layers (4 if you count the collision tilemap). Plus a player and enemies layer (which has JUST players and enemies on it in random spots). A BG layer and a light layer. A few of the lights using additive (maybe 20) and no other effects being used.

    If that's too much for my surface book i7 with a 960 NVIDIA card, what I'm understanding is "make a flappy bird clone or it's too much for most GPUs to handle".

    I'm assuming Ori and the Blind forest developers are cheating somehow...