Eisenhans's Recent Forum Activity

  • eli0s

    [quote:1n329ajm]When you say that it gets fixed at 30 fps at start up, you mean that if you leave it running forever, it will still stay at 30 fps and never go up?

    Yep. Never had seen that before so it made me curious. I typically have shaky fps for the first few seconds on my own products, after that it settles at or around 60.

    Somebody

    [quote:1n329ajm]I believe pre 42 builds of Chrome had this fps rounding weirdness. It would sort of luck onto a fps and just stay there.

    Hm. Sounds just like it.

    I wonder why I've never seen it before.

  • eli0s

    [quote:w7e4kfq5]Here is a Fancy Benchmark I put together in a day or so. I wanted to test the recent improvements in jerkiness on both C2 and on the browsers. It's a bit heavy with many sprites.

    Mildly interesting find:

    On a high end rig (linux xeon workstation with a quadro K-Series Graphics card by nvidia) with latest drivers under chromium 40 (that's basically chrome, just the open source build of it) I get a fixed 30fps frame rate at startup. If you go fullscreen it goes up to 60fps and then stays there when I switch the browser back to windowed mode. The 30 fps also does not look glitchy but perfectly in sync. Is there anything special you did to lock at 30fps or is that just a random thing happening?

    In the past Ashley tried to implement a regular 30fps mode, but this failed somehow for a reason I have alrady forgotten and it was thrown out shortly after.

  • Katala is the "reserve" your pooling? And if so: Isn't C2 supposed to handle that for you by now, instead of new()-ing around?

  • Old school beat 'em ups (be it longer ones like Streets of Rage™ or 1 on 1 like Streetfighter™ or Samurai Shodown™ ) typically had very limited AI. You might not call it AI at all, they were purely pattern based.

    Those games typically had perfect enemies. That means, that an enemy would do something like approach you, hit you with a random attack or dodge one of your attacks 100% perfectly. To make it appear like a "real enemy" random delays are added, to give you a chance to dodge the attack or land a hit yourself.

    To create the simplest form of this in construct2 you would move your enemy sprite towards the player at a certain speed, and when the distance between those two is smaller than a threshold you thought out, the enemy attacks, then cools down with a timer, and attacks again.

    On top of that you add random stuff to your liking, like erratic movement, skip an attack, random delays etc.

    It's perfectly simple to do, the real work is in creating all the graphics, designing the random patterns to feel "alive" and balancing it all to make it interesting for the player.

  • I'm unearthing a lot of older projects to re-export.. I feel I'm seeing improvement, I have yet to take real measurements..

  • I have no idea what's going on, but..

    [quote:2njy0709]Even more shockingly, in my limited testing, disabling webGL only had a relatively small performance impact.

    WebGL in itself isn't faster - it's only faster if it's hardware accelerated. If you are rendering WebGL in software it will be awfully slow. So maybe your issue arises from WebGL-contexts that fell back to software rendering for whatever reasons?

  • For older devices and Android editions, the chances of this getting fixed are zilch, unfortunately. That's the biggest curse of the Android world.

  • Actually there are some games on steam that were made with C2, for example these -

    The Next Penelope: http://store.steampowered.com/app/332250/

    Our Darker Purpose: http://store.steampowered.com/app/262790/

    Angvik: http://store.steampowered.com/app/278890/

    All in all there are about two dozen or so finished C2 games on steam or steam greenlight.

  • I can only assume that what you are trying to do is snap to the top-left corner of your sprite?

    You can either

    • set your sprite's origin to that (in the image editor, there's an icon for that on the left side, to set origin and possible other image points), even though that might be undesirable since sprites would then also rotate around that, or
    • set the grid accordingly. So for a 40x40 sprite you'd set a 20x20 grid size, always use half.
  • I don't have one at hand right now, but I firmly believe that it was said in several postings before that sticking with the basic Construct core and API for C3 was to specifically allow the existing 3rd party plugins to be used with C3 and not discard them. So unless I totally misunderstood something you and your product should be perfectly fine.

  • Different parallax setting on those 2 layers?

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Eisenhans

Member since 8 Sep, 2012

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