wonamik's Forum Posts

  • Great. thank you so much man, god bless!

    It runs smooth now on the desktop without pixel rounding and sampling on linear, and I havent even turned off the collision on all tiles yet

    Really appriciate the help!

    Best Regards Wonamik

  • Drastic performance increase on your capx..

    delete all animations going left (they are the same as going right, just mirrored) and set your sprite to mirrored if facing left..

    (Is 26 frames for walking really necessary?)

    Crop all sprites in the image editor - the origin point will stay where it was..

    The faded trees in the background will look just as good if the sprite size is much smaller and the sprite is scaled, if that's not what you want create a tiledbackground with one tree and stretch it..

    Almost all events on the hero-controlpage are done every tick, by creating subevents with conditions the amount of code Construct2 has to read can be drastically reduced..

    But your biggest problem are your sprites, too big, too many and all have collision activated..

    Although I'm trying to optimize, it takes a lot of time..

    the thing is the game is getting made for the Wii U so I have to make the sprites quite big since the game is going to run at 1080p.

    But if I turn of collision on all of them it should improve it a lot right?

    Thank you for taking the time to help me.

    Also The images look a bit rough around the edges when playing the game, is there anything I can do about that?

    Best Regards Wonamik

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  • I'm not sure I understand what you mean by "use sprites as tiles"

    Basically I use sprites as platforms to build the level.

    Also, one last question, is there any way to make the game look better when exporting it, cuz it gets rough around the lines, if you look at the image below you see what I mean: http://tommystudier.webs.com/badlines.PNG

    Thanks to everyone thats been helping me so far!

  • I solved the Window Size problem now, I was an idiot and had accidently changed the Letter Box setting.

  • Try disabling collision for sprites that don't need it (grass sprites?), also try not to have multiple sprites WITH collision enabled overlapping each other.

    So can I use Sprites as tiles as long as i disable collision on them???

  • About the images, I have optimised some of them but not the hero since that messed up his collision with the ground.

  • I take down the file from the link for now

  • Thank you so much!

  • Here is the capx, thank you so much for trying to help me, I really appreciate it. hope you can find whats wrong now <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    http://tommystudier.webs.com/derp.capx

    Also, IF you can figure out why he is glitching out when walking into a wall from the left it would be nice, but the fps and screen size is whats mose important.

    Thank you very much.

  • Like now, now it runs perfectly again....I dont understand, someone please help me. This is extremly weird and I am making a BIG game and is going to spend over a year on it so I want to solve the problem ASAP, so it dont come back and bite me in the ass a couple of months from now...thats what happend with Stencyl:(.

  • I use Sprites with Solid Behavior to create the stage, could that be it? but also it says it only use 4% of the cpu so why is this happening? and what about the window size? and most confusing is that from time to time it runs perfect, then it starts lagging like hell without I had added anything new.

    Please help me

    Best Regards Wonamik

  • Thank you!

  • also the second layout is running at only 30fps. please help me solve this and the window size problem guys.

    Best Regards Wonamik

  • Now I started working on the second layout, and for some reason the first layout is running at only 30fps now even when not in debugging, And I havent changed ANYTHING in that layout so how is this possible? and it says it only uses like 4% of the cpu, please help me solve this I dont understand anything right now.

  • I solved it, thanks anyway.