DeviatorX19's Recent Forum Activity

  • Hi everyone!

    Small question - how (if possible) to disable collision checks in Text object instances.

    There is no such option in Text object properties (while in Sprite object, for example, there is) neither in Text object actions, however in debugg mode when you select any text instance there is clealy stated [collision=enabled] and collision check numbers (100+/tick) were proving that?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Thanks, Don't know why i haven't figured it out by myself, lol))

    And yes - difference is drammatic, and i only needed like 9000 iteration cycle

    As i suspected: Left style: 38 fps, 80% cpu usage, Right: 75 fps, 70% cpu

    That explains this poor fps with so little going on on the screen.

    Also (maybe this will be usefull to anyone) i've noticed when you change the same property of an effect of Sprite obj (i ofen use "Adjust HSL") twice in same tick (for example Hue=70...Hue=85) performance drops badly, like -15-20 fps badly from a single doubled call. Ofcoarse i have fairly weak cpu (Dual Core 3.2) but still...

  • Sure thing!

    Optimization is vital!

  • Hi there!

    So here is chunk of "code"

    (hm, image is not displaying for some reason https://ibb.co/mB78Q7)

    My question is — is there a difference in performance that these two styles have? From what i understand left style is selectors from EFF array instances by certain condition and the right one is just a condition for already filtered instances of same array object. So if i have a single EFF instance — is there a performance difference (even slight) between these two styles?

    Thnaks.

  • Hi all.

    First of all sorry for bad english.

    Now, suppose we have an image of 100*100px in sprite object.

    When the game is running that image displayed in 50*50px size on the screen with X resolution.

    When someone runs the game on screen with bigger X+ resolution all sprites on screen will scale up, thus lose in quality (i assume).

    Question - how does C2 handling scaling in this situation? Does grater resolution of source image (have 100*100 - use only 50*50) is used to negate the loss of image quality when scaling of this kind occurs (maybe Fullscreen scaling option maybe?) OR using image in low resolution while having it in higher ends just in more used storage an performance impact due to constant rescaling?

    Thanks.

  • Hi there folks!

    Adva-Lines is some game i'm making on C2 and it's basically like Lines98 in it's core where you match 5 figures of same shape (not color - common mistake) in a line, but probably much more advanced in it's own way.

    You can view demo-version here:

    newgrounds.com/portal/view/693357 // browser

    or here:

    gamejolt.com/games/adva-lines/256019 // browser or desktop

    (hm. i guess i can't post clickable links, sorry)

    Since i made hotseat game modes for 2 players i'm in a strong need of balancing it out. I guess that is how open beta-tests work.

    So my request for all and any of you to grab a friend and test Adva-Lines 2 players mode called "Kingdoms Brawl".

    Well actually i will be happy to receive any feedback on my game, but particularly hoping for feedback on balance of that game mode, maybe some feature are unclear or OP or some values need tweaking and that kind of stuff.

    Thanks for your time!

DeviatorX19's avatar

DeviatorX19

Member since 23 Nov, 2016

None one is following DeviatorX19 yet!

Trophy Case

  • 8-Year Club
  • Email Verified

Progress

9/44
How to earn trophies