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  • But, after further testing this, I found that there is a limit to what can you do until it starts getting slow again.

    If set every object in mi game to "collisions disabled" and make the game check distance for them in order to enable their collision when is going to be needed, the game actually gets slower. But if i only do it for the couple of objects that do the most interactions, the game performs better than without the distance enabling. And not even by much. but it clearly gets smoother. The rest of the objects interact so little with other things that they are better left by default.

  • You're not being very helpful here,

    You have the distance function dead wrong too.

    you have distance(1.x, 2.y, 1.x, 2.y). you're measuring nothing. of course the event would NEVER trigger.

    you need to input distance(1.x, 1.y, 2.x, 2.y) or distance(charcolision.X, charcolision.Y, policecolision.X, policecolision.Y)

    I'm sorry for not being able to detect such a basic problem on my first try. I hope you can forgive me.

  • My company is ! but then again, we're nobodies.

  • make a game about making games about coming up with ideas for making games!

  • You're setting EVERY instance of that object to MOVE or to STOP at the same time, system check don't pick instances. Gowever you have an useless "for each" just bellow that, that should be on top above the events on top =P

  • I did the same thing to my mobile game, but in my case there was a performance boost of about 20%. (went from 2000 checks to 0-40)

    I suppose it has to do with the processor on the device, I test on a Galaxy S3.

    I'd love to hear an expert's opinion on this.

  • iceangel it seems I have some objects to replace and a ton of events to modify now =P!

  • iceangel thanks, i see that now =O

    do you have any information regarding sprites font vs sprite performance? should they be identical? (i speculate the pre-rendered sprite should perform a little bit better)

  • jayderyu sorry, but I'm gonna need clarification :S

    you mean that objects like the Text objects are incredible hard to process? and I should go with a sprite of text instead?

    Meaning that events like "every tick; set text to X" will drop fps like crazy?

    I also found this Article that pretty much says what you said, i think...

    I had never though about any of this prior tonight, and my game is actually full of events with always conditions, specially text objects and frame setting on sprites...

    So i'm going to have to implement a ton of "checkers" and functions to replace all the "always". It should really improve performance though =O

  • Hey there!

    I was wondering if there's any big difference in using pre-rendered text (images of text) vs actually render the text on run time. (this for texts that don't change, or change just once per layout, like text that need to be in different languages, i could use an sprite with frames instead of text, assuming it has a significant impact on performance)

    Also, when the text is the same every tick, and it's set to "set text" in an always condition, does construct re-render it every tick or, since it hasn't change, it leaves it alone?

    This seconds question is for things like "health points". where you set the text to, for example; player.hp.

    I'm guessing the game does render the texts again and again, and would be best to just set text when needed to, right? I've feel rendering text is a lot heavier on performance than it seems.

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  • No, it is not by default: what you CAN do, is set everything the game will have from start: objects, layouts, variables, event sheets, etc.

    then everyone can work on it's own version of the game. and then join the game manually using copy-paste:

    You can copy paste new objects too, you copy from one project, and paste the object in the other's layout, all variables in the object will be transferred too

    All this since the only way to copy paste events from a project to another, is if both projects have all the same things with identical names and variables.

    This way you need to have a "central project" and someone in charge of managing it. and you can, for example, program an entire event sheet in a copied project, and then copy paste all of it in the main project. but you'll have to manually add everything you changed, removes or added, like if you changed the bullet speed of an object, which is in the project properties and not in the event sheet.

    You could however learn to set all values via events and leave the project properties out of it.

    It's all about developing an efficient tidy method.

    Not easy though. But I guess with patience and discipline, you could learn to do it quite efficiently.

  • Well, if that's the case then i guess is not important.

    Could put it at the extreme bottom of the to-do list though. I would appreciate not having to manually get the folder i want, and delete the other 3 each time.

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Sargas

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