Whiteclaws's Forum Posts

  • 2D games on modern PC should never be slow, the optimisation should be applied on games that are on mobile

  • No they don't, they use OpenGL and OpenGL most likely clears screen buffer and rasterizes vectors and adds fragments every draw call, you are confusing the memory used to store those Images for quick access and the memory used to handle fragment shaders and vertex shaders, there's definitely multiple passes with effects and that can slow down things especially on devices that do not support OpenGL effects

  • Arima, well I assumed C2 draws everything in one draw call.

    But OP, most likely the bottleneck is CPU-wise for most modern systems

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  • saiyadjin

    Yes, and it does, a modern mobile GPU can push out 60 to 120 draw calls per second, also, that is misleading cause RAM is cleared between draws and the number of pixels drawn has nothing to do with the total RAM used per frame to draw screen

  • All the frame is redraw every time, so 1920*1080*60 draws per second, other than that, drawing is super-optimised, don't even try to, so I would assume the bottleneck is in the CPU and thus less sprites processed, the more performance, also, smaller re-usable assets are good too.

  • That is definitely not the way to do it efficiently

  • In 6 month you should become pretty good at it just go on the pixeljoint section tutorial

  • No errors? Nothing?

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  • If Textbox.Text = "Bruce Wayne"

    Function "WhateverYouWantToClaim"

    mrtumbles , Why the heck would he write a hash function

    1) Making your own hash function is unpractical and will take you a lot of time to get right in a way that the user can't read easily, there are plugins for hash functions

    2) Why would he even need a hash function, he wants a password system like in the old NES games (I assume)

  • Actually,

    Var Timer = 60

    Var Switch = 0

    Every 1 Second

    If Switch = 0

    Substract ...

    If Switch = 1

    Add ...

    if Timer = 0 or if Timer = 60

    Set Switch to abs(Switch - 1)

    -- Sub-Event of Event

    This way. it will also switch from 60 to 0 to 60 accordingly, And will also substract or add before chaning switch and thus you won't need your good practice event

  • > Look at the code. If frame=0 -> set the frame to 1

    > Without the 'Else', event 5 will then checks if frame=1, which it does, because you just set it, so it sets it back to 0 again! 'Else' is critical to make sure only the one condition is checked at a time, and you don't flip-flop your values.

    >

    What about "trigger once"? We can use trigger once for both event 4 and 5.Then it changes the frame once.

    The events are already triggered once because you put trigger once in the top event, but C2 reads events from top to bottom so it'll check if = 0 then set to 1 then check = 1 and it is cause last event set to 1

  • Yea, sadly. JavaScript is very, VERY manipulable.

    gumshoe2029

    Any client application that depends on system time is manipulable

    I remember changing time in the BIOS to bypass parental control when I was a kid

  • Wouldn't be more than an HTML5 Games selling site with a lot of reskinned ghost shooter examples

    Steam has millions of users, curated lists, security, Greenlight and over 20 years of experience and recognition

    How are you gonna compwte with that

  • Maybe give us a little context on what the heck your game is?