Pixel perfick's Forum Posts

  • Changing layout destroys any objects that are not global, so should have no effect on performance...

  • "firstbackground" is 1888 x 2816, and its not the largest...

  • Having said all that,I doubt memory is your problem, I just took another look at tutorial level 4 and you have massive sprites with collisions enabled 1888 x 2816!! I am surprised it runs as well as it does, just cropped the collision boxes and got a very noticible framerate increase...

    also you have a lot of every ticks that could be reworked or removed completely...

  • A good rule of thumb is have double the minimum video ram,required for the application but obviously the speed of the memory and GPU speed will have a big role in performance, especially if shaders ect are used...

    the system expression "ImageMemoryUsage" gives a figure of video ram usage, but does not include sound files, that your game has many of...

    If all preloaded, they could take a sizable chunk,of system ram I guess...

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  • Regarding specs, pretty much all the work is done by the graphics card so that rings true, I'm running dual core 2.8 with 4 gig ram and Win XP, with ATI radeon 3400, 256 meg graphics card, most stuff runs very well on it despite being pretty old...

    Definitely get rid of the text objects, as you say global var will cover that.

    A text object to show Construct 2's FPS calculation, would be a good idea though, as fraps itself could be eating into your performance...

  • Can you be more specific on where the framerate is poor? , I got the odd jitter, but for the most part it ran very well, also there is no FPS indicator, so it's difficult to compare if changes are having an effect...

    Every tick events can slow a game down, if they are forcing an event that is not needed every tick, text objects are also likely candidates for frame drop, I saw them in objects, but none on screen...

  • looking at this again you will need to rethink your events...

    you need to give your healthbar a variable, or a global variable if you prefer, lets call it regen, then when regeneration is possible trigger:...

    set "regen" to score

    score => regen + 25...        add 1 to health

    Trigger once                  set "regen" to score

    So every time your score is 25 over the last health top up it will add another and re start the "regen" counter...

  • It's because the condition is always true, the score is over 25 once it hits 25, and it's adding to the health constantly, I think you need a trigger once condition, at least...

  • I typed inventory into tutorials...

    scirra.com/tutorials/244/rpg-inventory-drag-and-drop

  • I think this is side effect of the image editors "stretch" ,looking at your screenshot I can see the feathering in the image editor...

  • Must say this is very impressive, well done.

    first thing I noticed is you are using sprites as the background, but as you say you need them animating, but you do not need them all to have collisions enabled, only the blocks directly above and below the player need this,even the ones that need it, you could delete a point in the collision polygon to make it triangle,as you only need one straight edge,same with your animations and turrets, that are triangle anyway, add all that up and that's a lot of unnecessary collision checks by the CPU saved...

  • Yup, An objects X,Y are its origin point coords

  • spongehammer I think this is to do with the tiny gap that appears between sprites, I tried pixel rounding, but still same in both firefox and chrome,so I added a 1x1 nib sprite and that seems to have done the trick...

    dl.dropboxusercontent.com/u/146573792/spritecheck.capx

  • Yeah they created, destroyed and picked together, basically treat as one object...

  • Objects in a container are picked together irrespective of overlap...