icugigasoft's Recent Forum Activity

  • I didn't know that the FPS limit was the refresh rate. I assumed it was 60 FPS.

    Now I'm getting people to test a project and it seems that high refresh rate monitors are causing a problem with collisions.

    Is there something code-wise I should be doing to avoid this?

  • icugigasoft - It's not really something that we can say we are sure of since we can't see the events in your .capx but if you are asking if bad logic behind any event causes

    fps drop then I agree that it might. Unnecessary or Non-Optimized events can cause serious problems in a game. For Example, using the condition "Is Overlapping" instead of "On Collision of another object" can cause major problems when combined with a loop or called many times in a tick or second. Misuse of Loops is something that shouldn't be taken lightly since it will loop infinitely if a problem triggers. Massive or Misuse use of the Pathfinding Behavior can also utilize a big portion of the cpu. Misuse or Massive use of the Physics behavior can destroy a game. For example, using the Physics behavior and Platform Behavior altogether will make a lot of glitches, very high fps drop and might even crash the game or never let the game be opened without closing as soon as it finished loading.

    For more info, read these:

    https://www.scirra.com/manual/134/performance-tips

    https://www.scirra.com/blog/141/common- ... nd-gotchas

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

    Thanks for the response! I'm gonna check out those links. My question was a bit vague, so I didn't think my capx would be needed.

    Essentially, from my testing it seems that setting the minimum FPS to 60 is the best way to guarantee that lower FPSes don't result in logic errors. Has anyone else come to that conclusion or am I just way off base?

    EDIT: To be clear, I'm not talking about collision detection. More like... a loop not running at all?

  • I think I (somewhat) understand delta time and how to use it for frame-rate Independence.

    However, is there a solution for logic that's not dealing with dt? Am I completely wrong, or can a low FPS result in functions not being called and loops not being run?

    People were beta testing a demo of mine and (due to recording video while doing it) were getting 40-50 FPS and some weird errors. When they stopped recording and just played the game things worked fine. I wish it was just weird movement problems, but it was also values not being set and things like that.

  • Yeah, I noticed that. English is my second language, so when I was making the game, I didn't know that name can be ovvensive. I might change that.

    Oh, that's understandable.

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  • The zero to game time in Construct 2 is so great.

    I like the style of the game so far, although the field of view seems a bit small.

  • I think you might run into issues if you stick with that name.

    Or at the very least, people may be too engaged in debating whether or not it's offensive to actually play your game and give you criticism.

  • How much memory does Consctruct 2 estimate that your game is using?

    Is the 20 mb figure the run-time amount or is that the number the Construct 2 estimation?

  • Seems good so far.

    I know the ship is supposed to get better over time, but it's a little discouraging when you feel like your missles/bullets are too ineffectual to do anything. I guess the player has to get used to the fact that they will die.

  • Seeing a game like this reminds me I have so much to learn, ha.

    The layered approach to showing outerspace is a great idea. It makes the world seem so deep.

  • The UI and graphics look really nice. This is certainly a unique concept.

  • Seems mechanically solid so far. I like the aesthetic so far even if they're temporary.

    Do you have plans to add enemies to the game?

  • You really nailed the animation and "weight" of the character, this looks good.

    I guess BGMs will be reserved for specific moments?

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icugigasoft

Member since 29 Dec, 2014

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