Chadori's Recent Forum Activity

  • HI everyone. i want to make hand drawn art for my game. what is the best size for images to not harm memory performence of the game?

    bat not harm the quallity of the images (sorry for the bad english )

    It depends in your layout size and window size in which size of your graphics will match. But it really depends in the number of instances you are gonna create. For example...

    If I were to make a HD Game of 1280x720 px(Windows Size) in landscape orientation and every Tile is sized 128x128px. It will be okay if I create a layout that is small like (3000, 3000) or (6000, 6000) max and object count is limited to 200 to 100 or below (mostly tiled backgrounds) but If I were to use Tilemaps then it will be another story(It will be a lot lesser). I know that by looks of it, it looks so many but if you include everything that your game needs for an Open World Platformer game then it is already enough and can be optimized. I know cause I tested it in my phones, if they are WebGl supported then it will surely run 50 to 60fps Crosswalk.

    My point is, that if you have bigger images then limit the object count but if you have smaller images you can have a little bit more instances.

    Mobile Game Screen Ration 16:9 HD - Windows size (1280, 720) and make tiles(repeatable images) according to the size you want to be seen in your game.

    Examples:

    *(32x32)

    *(64x64)

    *(128x128)

    *(256x256)

  • My problem is, on the new layout, Its not working properly. The player isn't centered, and isn't moving, the fps seems really slow and everything is glitchy in general. I don't see why, I changed all objects over to match the GR layout layers, Seeing I decided to make that layout after the actual game layout. Everything should hypothetically work properly. Everything is on the correct layers, and I just included the event sheet for the GR layout. GR layout is working just fine. Any help would be appreciated.

    I had a quick glance so this is based on my quick observation. Correct me if I am wrong but, I saw some big flaws in your game that caused your game to slow down. Don't get me wrong, I like your game graphics and all but you missed out the essential optimizations that was necessary in your game.

    1) Don't assign random solid behavior. It is only necessary if that object and your player will collide in someways but if not then don't add them.

    For instance: The reason your Player (Dragon if I am correct) was not moving is because the field in your game had a (SOLID) behavior on it and

    also your dragon. The field shouldn't have that for it is only for designs.

    2) For Designs in your game (For example Trees) should have their collisions "DISABLED" so that CPU will not be making unnecessary calculations.

    3) Use TiledBackgrounds, TIlemaps for Trees or Designs that you put in the game repeatedly. Because using sprites takes longer in graphic rendering unlike Tiled objects(Tilemaps or TiledBackgrounds). Good job in making your flowers and logs in this using Tilemaps but I suggest using TiledBackgrounds for the trees.

    4) If possible use On Collision rather than Is Overlapping if possible (For Checking for overlaps checks every 0. something seconds - let's just say it risks performance. But you can use this for some events. I am not saying to not use this.

    For more info: https://www.scirra.com/blog/83/optimisa ... -your-time

    https://www.scirra.com/blog/112/remembe ... our-memory

    Read Ashley's tutorials, they helped me a lot in realizing that my past games failed because of lack of optimization. XD

  • I'm in the process of making an rpg. I have two different layouts that I'm working on right now. One is for the works of the game, controls, health, inventory, ect. When making a level or new area of the game, I include the first layout, the one named GR (Game Rules), and then work from there, adding events as needed for plot.

    My problem is, on the new layout, Its not working properly. The player isn't centered, and isn't moving, the fps seems really slow and everything is glitchy in general. I don't see why, I changed all objects over to match the GR layout layers, Seeing I decided to make that layout after the actual game layout. Everything should hypothetically work properly. Everything is on the correct layers, and I just included the event sheet for the GR layout. GR layout is working just fine. Any help would be appreciated.

    Game Controls-

    WASD-8 direction

    Left click- melee attack

    Middle mouse button- Hold for beta options (select element & tips, I don't suggest messing with)

    Spacebar- Fly

    I also don't suggest going to the other layouts in the game or clicking the menu button. They aren't fully working

    https : / /www . dropbox.com /s/v6g91z1cj131aa1/Project.capx?dl=0

    CAPX is above ^^

    Here is the fixed .capx file

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • Nevermind, doesn't work. My bad : P

    Do not use the Pick furthest condition in this situation for it is not a certain that it will be destroyed in the right place and in the right time.

    Use the on collision condition and destroy it..

    On collision of object Bullet to Tilemap1 then

    ----> Destroy Bullet

    :This will ensure success in timing and location:

  • how do I create an event where an object is overlapping another object on a specific point, for example left, right, top, botton etc.?

    I made a sample .capx file for you below:

    https://onedrive.live.com/redir?resid=A ... ile%2ccapx

  • how do I create an event where an object is overlapping another object on a specific point, for example left, right, top, botton etc.?

    Well, there are many ways but you can create an imagepoint of a sprite and check if it is overlapping.

    I'll make a .capx in just a moment.

  • If unchecking "Cache icons in editor for better performance" fixes this, then it's due to a limit in the Windows OS itself rather than C2, so closing. If you still think there is an issue, please make sure you follow the bug report guidelines such as by providing a .capx with specific steps to reproduce, otherwise there is nothing that can be done.

    Yeah, I really can't prove it unless other people do a stress test with their PC. Maybe PC's are never mean't to be open that long, I'll just keep restarting my PC everyday or Restart Construct 2 once in a while.

  • Do you have the steam version and put all you projects files in the same folder as the .caproj? If so try exporting the game as a new caproj in a different area away from your music/sounds/art and opening that new version.

    When I did this it stopped a 5min+ wait on saving back to seconds and constant slowdown when using the editor after 10 minutes on my project.

    No. I use the website version. And I always export to .Capx file (compressed format)

  • >

    > Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

    >

    Are you having performance issues?

    If so, resizing the tiledbackground (in game) itself won't have a noticable effect, because the amount of image memory used for it will remain the same..

    Reducing the amount of pixels of the image, would..

    Actually I am trying to avoid it, and luckily no. I am just making sure for I am trying to make a mobile game and don't want it to be sluggish unlike the last time.

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  • You don't understand what I am saying, or I don't understand your question..

    You were asking if it would be wise to make your image smaller and my answer was that it wouldn't matter that much, because it only take 615x194x4 bytes in memory..

    Collisions have nothing to do with the image, amount of objects have nothing to do with the image..

    So I don't know where these suddenly come from..

    Cpu is something different from gpu..

    I was talking about image memory usage..

    Must be my question being confusing. I was asking about which is better for performance, resizing the Image of the TiledBackground smaller or resizing the Tiledbackground smaller itself? The other questions were just addons...

  • >

    > So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

    >

    Not the file, just the image..

    The size in the game effects the drawing, not the (image-)memory it occupies..

    I am beginning to think I don't really understand the optimization guide of Ashley now. So performance is only based on what is seen on the screen. Thanks i'll keep that in mind. But why do we need to turn off the Collisions outside the screen view according to some guides ? And why do we need to maintain object count if we can just scatter many objects that will not be seen together in the screen view?

  • >

    > > It will work if you set the width of your background to 3690px

    > >

    > > To get the background to be at least the width of your project, it needs to be 3x615px(it's original image size)..

    > > To make this code work, it has to be twice as wide, so 3690px

    > >

    >

    > Wow! Great Thanks, Just another question. Does making your tiledbackground larger lowers the performance? Which is better? to resize my imagefile(the image of the tile) so that it can maintain 2560px or just leave the tiledbackground size to 3960px?

    >

    Your image is 615x194..

    That is the image size in memory..

    So the (Ingame sprite or tiledbackground) size or instance count doesn't lower performance (cpu or ram) is that what you mean only the ImageFile?

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Chadori

Member since 10 Oct, 2014

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