Arima's Recent Forum Activity

  • YAY someone mentioned loot pursuit! :D

    At first Renae was like <img src="http://www.amirai.net/forums/Renaesad.png" border="0" /> but then when it was mentioned she was like <img src="http://www.amirai.net/forums/Renaevictory.png" border="0" /> and then Ria was like <img src="http://www.amirai.net/forums/Riagee.png" border="0" /> "Gee, maybe if we actually showed the game to people it would have been mentioned earlier" and Renae was like <img src="http://www.amirai.net/forums/Renaevictorylookingback.png" border="0" /> "You might be on to something with that."

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  • As for your other test, it probably still is only measuring small-object draw performance. A test that checks the raw event running performance - perhaps a 'repeat 10,000 times' event performing some simple action - would be interesting. I might make one!

    Aw, DUH - fixed behavior speed test, with invisible sprites:

    http://www.amirai.net/forums/CCbehaviorspeedtest.zip

    http://www.amirai.net/forums/C2behaviorspeedtest.zip

    CC: 25,000

    Firefox 5: 3188 with a small window, can't even manage 60 fps with the window maximized

    Chrome: 11,000

    IE9: 5471 if window not maximized, 100 if it is. Weird that performance in Firefox and IE gets hit so hard by the window being maximized! It's a 1080p monitor, by the way.

    EDIT: Here's an event speed test too:

    http://www.amirai.net/forums/CCeventspeedtest.zip

    http://www.amirai.net/forums/C2eventspeedtest.zip

    CC: 385fps

    Firefox 5: 41/21 maximized

    Chrome: 41

    IE9: 38/22 maximized

  • On a Geforce 9800gt/AMD athlon 64 x2 4400+:

    CC: 3967 sprites

    C2: Firefox 5: 990, chrome: 119, IE9: 1055

    A lot of that is because of the pixel fill rate of the card, though. It gets interesting if you resize the sprite to 12 by 12 and run it again:

    CC: 40,000

    C2: Firefox 5: 1099, chrome: 1542, IE9: 1324

    Also, I think the speed of the behavior/event system is kind of important to check as well. I made my own speed test with the bullet behavior on a 12 x 12 sprite and I get 60 frames per second with about 500 sprites in chrome and IE9.

    http://www.amirai.net/forums/C2speedtest.zip

    Construct classic gets to about 12,000 sprites before it dips below 60 frames per second. That's a performance difference of about 20:1!

    http://www.amirai.net/forums/CCspeedtest.zip

    Also, I'm a little confused - you said HTML 5 is supposedly able to be close to c++ speeds (when compiled to machine code), but you also said that it wasn't fast enough to do pixel perfect collisions.

    BTW, weird performance on the test I made in Firefox 5 - If I run the test I made with zero sprites, I get 60 frames per second. Creating one 12 x 12 sprite with bullet behavior drops the frames per second to 45, and it can only manage that fps with 100 sprites on screen. I'm guessing that's a Firefox quirk, but I thought I should mention it.

  • The new method sounds good, but I would like the ability to organize animations in folders, similar to how objects and layouts have folders. Something like:

    battle animations

    • running
    • etc

    cinema animations

    • surprised
    • etc

    This would be helpful for situations when you have lots of animations. However, when specifying which animation to use via events, I hope that the expression for the animation would still be simply set animation to "running" the way it was in CC, without having to specify the folder or the direction.

    Also, I certainly hope mirroring will make a return so you won't have to have unnecessary duplicate animations!

  • A couple bugs - if you create a text object, then create a sprite and place it so it overlaps the text object, import an image, then resize the window so it is smaller than the image in the editor, depending on which side/corner you resized the window from it does a bunch of weird zooming/adding black borders in various ways and the scroll bars don't work properly.

    If you have the window sized smaller than the image, then save, the resulting sprite will be completely white and it will have messed up the appearance of the text behind it if you drag the sprite out of the way.

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  • Add this action to event 1:

    -> System: Set global variable 'Score' to Score('score')

    ...and add a trigger once to event 32 and toggle on 'destroy at start of layout' for the boss.

  • If value score is greater or equal to 500

    Trigger once

    • Create object boss at scrollx, scrollytop - boss.height
    • set boss value 'mode' to 1

    If boss value 'mode' is equal to 1

    • Boss: Set Y position to .y+100*timedelta

    If boss value 'mode' is equal to 1

    if boss y position is greater or equal than however far you want it to move

    • Boss: Set Y position to however far you wanted it to move
    • Boss: Set 'mode' to random(2)+2

    If boss value 'mode' is equal to 2

    • Boss: Set x position to .x-100*timedelta

    If boss value 'mode' is equal to 3

    • Boss: Set x position to .x+100*timedelta

    every random(2000)+1000ms

    • Boss: Set value 'mode' to random(2)+2

    if boss x position is less than however far you want it to move

    • Boss: Set x position to however far you wanted it to move
    • Boss: Set 'mode' to 3

    if boss x position is greater than however far you want it to move

    • Boss: Set x position to however far you wanted it to move
    • Boss: Set 'mode' to 2

    I think that should work. Your link returns a 404 BTW.

  • It's because of the graphics card filtering the sprite's texture.

    If you use a black very rectangular texture like 500 x 50 with a white background you can see clearly what it's doing. This happens when a sprite is stretched or compressed a lot on either width or height alone. You can see the opposite effect using a 5 x 50 texture and resizing it to 500 x 50. What seems to fix it is to use a square texture like 256 x 256 instead, something not so rectangular. Or even better, use the panel object.

  • Instead of 'move at angle' though, there's just 'move forward' - you can combine Set Angle and Move Forward to move at angle. Is that enough or would an all-in-one action still be convenient?

    Sometimes you want to move an object without changing its facing.

    Yeah, another vote for a move at angle action, please!

  • I just realized that if C2 is going to be making web games/web sites, the ability to use jpegs for backgrounds and such is important to reduce file size and page loading times. Hopefully C2 will have some way to use both jpgs and pngs? Or does HTML5 canvas require everything be png?

  • AFAIK, different phones can have significantly different resolutions, so I'm not sure what to tell you. :/

    Here's a question for the devs - is there any way the html5 game could find out the browser window size and adjust itself accordingly like how can be done with CC?

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Arima

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