jayderyu's Recent Forum Activity

  • Well my subject asks the question. I'm working on my game, but I'm wondering what this feature is and if Add ICE server could help me with my project. Not knowing what this does doesn't really help that much. So if anyone knows how ICE works in relation to the plugin that would be great.

  • Better yet. Just let us "INCLUDE CAPX" and get access to all the resources through a modular system.

    Functions are accessible, items can be drag and dropped from CAPX modular box; instead of polluting the current project tree

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  • The answer is no. This was ask apx a month ago. The license a contractual agreement between the purchaser and company. Selling your license on a developer tool means the purchaser has no agreement with Scirra. Thus they have no allowance to use the software. We may think of the license as tangible, but it is in fact an agreement.

  • Very true. however I'm not referring to technical limits. I'm referring to C2 safely ignore limits

    Thank you. However this is the thread in question that is made at the beginning of the blog post

    but I want to point out the blog point a key factor.

    On one statement Ashley says there isn't any need to for optimization. And on another statement goes on explaining how Space blaster actually makes use of optimization. I think what matters is

    Do layer and object based optimization, but don't obsess over it. Also keep in mind that Ashley wrote the engine and very likely has the best development structure in mind and habit already. Where as many C2 developers do not.

  • vtrix

    oh my yes. once I learned more detailed information about this I realized that Spriter is never going to be mobile capable with C2 with any kind of complex spriter. I looked at the default platformer character; 43 objects. Considering that an 1g iPad should be around 100 for ideal performance that character alone uses almost half. Then add a monsters, fx and stuff. Spriter will blow over most mobile devices in a single breath.

    I posted this request in the thread that Spriter should change to a single sprite object due to this. But I never got a reply. Spriter may not be mobile friendly until mid 2015. Which is a pity with all the work that went into JSON structure for better cross html devices.

    Of course you can get away with simpler component spriters though.

  • Well I've started a devlog for my slow burn larger mobile game. I've made claims offer opinions time to dance on stage

    My devlog can reached from my sig image Derelict On-Line Project.

  • rexrainbow

    I get it. Why not re-use code and plugins

    I still find the remote function calling dreamy

  • Now that's a sweet sweet RexRainbow plugin. Though this division of plugins and dependencies is still annoying... I'm still annoyed...... but I love Function calling plugins... droooooooooooooooool.

    good work

  • I appreciate everyone's input and it's great to get some insight into what is happening under the hood with C2. That was a fantastic bit of information.

    I guess though even with that information the situation doesn't change. Developers should take care and understand that putting 50 different objects that do the same thing, are single image sprites as say a jigsaw puzzle. Are actually working against the rendered.

    Having done some research older devices such as iPhone4(not s) should only have apx 25 draw calls to maintain good performance. I think Ashley should certainly write the blog about draw calls, use of sprite sheets and a guide.

    Ashley once said recently that one of the biggest reasons people have a hard time with mobile game dev; is because of GPU overload. I see this all time. Knowing that C2 treats every different object regardless of spritesheet optimization will still cause a separate draw call is good to know.

    Of course mobile devices of 2013 easily have draw call of around 200+. Also It seems like modern computers have a relative safety around 1000 to 2000. But it seems people want to do 200 calls on older devices.

    I found the discussion fascinating. Thanks. I'll continue to read up if more posts come.

    batching sprites is good. Be smart about batching as an object over multiple 2048x2048 sheet's isn't that good.

    Yes a well written technical blog would be fantastic on the subject and may help relieve the "mobile performance sucks" syndrome.

  • SgtConti

    Custom variable ID of the unit that needs to be shared. Possible based on order of creation and type.

    Also the Host doesn't need to know the selected Unit. The host needs to know the action result and Unit ID... ^^^

  • Hey all. Progress is going forward. I will be working on Part 3 for my Devlog shortly. Although I'm currently debating on how to execute the first MasterHost. The idea of this host is to be a bot to maintain stability by just existing and providing a communal in/out for players. However since MP Plugin doesn't support multi connection I've been thinking of a way around that. Here are my thoughts and input would always be fantastic.

    Instance handler

    MasterHost with logistics to handle each area(a layout) as a form of internal sub room. This will require creating the same type of logic as the signalling room server.

    Pro: A MasterHost can be used to instance large number of players. Similar to how GW2 has zone instances. A MasterHost can be one world instance.

    Con: Extra work to create a sub room system and more custom messages.

    RoomHandler

    This form of MasterHost would require that a host connection would be required per layout or room. This offers the benifit of no additional coding for players going in and out of rooms. no need for extra messaging. however as a room handler each room would be it's own instance and as more players are playing this would bloat up the number of connections.

    Pro: Easier to develop, Ashley would be happier I don't bloat the rooms

    Con: annoying manager backend

    So after that it is safe to assume I will be tackling the multiroom master host rather than just do more prototyping. I will be putting up the first public results in the next few days for everyone to play.

    I was originally going to skip scaling. Primarily because I don't want players to be too small. Also because PathFinder is doesn't scale the speed vertically very well. However I change my mind the other day.

    1. I'm going to limit depth. Unlike some adventure games where you can get very small. Players will only depth down to 75% of the base size. So some depth will be provided for the illusion of depth, but not enough to spoil the graphical looks.

    2. I'm going probably not use PathFinder in the end, but create a regional node traversal. Pathfinder is nice, but I want more speed in path finding. I have a node pathing demo on my website. I'm going to use the principle, but make the nodes areas.

  • lucid

    To which ever is making the Spriter Plugin for C2. I have a request based on technical review over C2 and Open/WebGL.

    I am asking that the entire image object structure be done. After having read recently to Ashley's statement in gagillion zillion download thread. Ashley mentioned that each game object even if using the same visual image is in fact a different image and will result in an additional draw call in WebGL.

    After having done some research I can confirm that the more Objects in the game the more heavier the OpenGL drawing system is tasked in regards to the draw call. Having done some tests I found out that preview C2 tests is that preview never uses an image atlas. I also found that an exported game will use an image atlas. This results that with carefull design that our games can have better performance when exporter.

    Why is this important. because on mobile devices we have very limited number of Draw calls to use. The iPhone should limit to 25apx, iPad 100, of course newer devices probably 150 to 200 and PC I can imagine around 500 or so. But this isn't a request for PC's.

    Complicated Spriter entities can use many different parts. To show that the Basic_Platformer_object has 45 Objects. This means that alone with no other objects on the screen that spriter object is going to use 45 draw calls in Preview and Export.

    If i'm target a mobile device where I have say about 100 draw calls that Spriter object is going to use almost half my entire draw limit if I want to maintain GPU performance.

    If Spriter Plugin could instead use 1 Sprite Object, but instance itself, use frames and animations for the graphics then we could get a Spriter object to reduce the number of draw calls. Of course there is still layering and all of that, but this would offer a much needed performance assistance for mobile devices in C2 games.

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jayderyu

Member since 11 Apr, 2012

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