klabundee's Recent Forum Activity

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  • Recent tileset shenanigans

    Awesome, please show more

  • ^ Addition to this:

    I've gotten my game to the point where it runs very well for the most part. During real-time combat with enemies it might be between 45-50 fps but any other time it's steady 60 fps. The only issue is I get a little stutter every few seconds, and it will drop from say 60fps to 52fps for just a split second, but the stutter is pretty noticeable. This even happens in the main menu which has very little code/objects. It has done this not only on the Xbox but also in Edge sometimes on my PC. Anybody else experience this?

    I have it sometimes even running games with dedicated graphic card on PC.

    But it is not like 60fps to 52fps if is pretty noticeable it is like 60fps to 20fps and it comes back to 60fps.

    Even if it happens from a second it means 40 frames dropped, it is a lot but from 60fps to 52fps it is not that bad it is hard to see...

    After 30fps is hard for us to see diference.. Sometimes it looks like that for a second it freeze and comes back.

  • here is video game in Construct 2

    Awesome, don't stop!

  • Very nice guys, keep going

  • I subscribed and I will help when I have time.

    Fiz o cadastro e vou ajudar conforme tiver tempo...

  • I can help with pt-br.

    *Also waiting access to the POEditor project

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  • This is a good subject, I had some issues developing a simple infinity jump game.

    Even running on browser (PC) it was not smooth, fps were not 'fixed'. First I thought that the problem was on my sprites and changed the whole project from 1080 to SD, for my surprise I kept with bad fps.

    And, why? Why?? My project had about 120 events, not many..

    So, I did the whole project again with event optimizations, I got a big difference in performance.

    Should be nice to have a documentation with examples of good practices, showing where and how it affects in both cases, also should be nice to have a graphic showing which event is using more resources and how many times it triggered and when..

    Know what I mean?

  • Is it possible to share the source?

    It's easy to understand it all.

    Thanks

  • Create a sprite, paint it, drag it where you want a colision.

    On sprite properties, set initial visibility to disabled.

    And don't forget the solid behaviour.

    It will work as an object blocking the path but invisible.

  • Hello, nice work. I was playing and found some things that u can consider.

    I can't atack while I'm walking, it feels weird.

    Also when you use the fast movement u can't atack, if you try to atack some weird animations appear.

    Also i got a bad frame rate some times.

    Playing on Chrome Desktop.

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klabundee

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Member since 26 Nov, 2015

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