djsubtronic's Recent Forum Activity

  • As a fan of the DKC series since they first came out, as a child I always wanted to create my own version of the game. Same gameplay but my own worlds/levels/bosses etc. I used to make huge books with level plans and game ideas since the age of 11.

    It wasn't until much later, when I was 16 back in 2002, that I decided to program my own DK engine from scratch using Visual Basic 6. So no assistance from game-making engines like MMF2 or Construct etc but just purely coded from scratch. Some 1000 sprite frames, 5000 lines of code, and a month later, things got really messy and unmanageable and I realised that I had stepped into something I couldn't practically complete. The result, although glitchy and a way off the gameplay mechanics of the original, was still pretty impressive to me at the time.

    Anyway, many years later I started playing all the DKC series again on SNES and got my hands on those childhood books again. Stumbled upon this site and decided to give the whole make-your-own-DKC-clone another go, this time I feel lazy so instead of programming it from the ground up, I'm using Construct Classic. What I want is to finally realise my childhood vision.

    Updated 2012-11-14

    [TUBE]YSF5wnAQwbA[/TUBE]

    Thanks for reading/watching! Please share your thoughts...!

  • It's an i5 with Radeon 6770 and 6GB of RAM. I looked at the background processes, CPU usage was under 10% (most of which was my game). GPU usage was also minimal. It's really weird, I can't figure it out.

  • My game is set to 60fps V-Sync, I have about 300 objects in the layout and when running, it uses about 5% CPU. It usually stays on 60fps. However, occassionally, for no reason at all, it will drop to 45fps. CPU usage is still the same, no other processes are using the CPU/GPU, and a reboot doesn't help. It stays slow. Then randomly it will go fast again. When it was slow, I even removed ALL events from the layout and ran it, it went to 45fps after a few seconds and stayed there. This was last night. I did not shut down my PC overnight, and today, it's back to 60fps constant again. I'm quite puzzled by this behaviour since it isn't related to any events, and even at the default fps/timer settings, if it goes slow it will stay slow until it feels like going back to normal.

    Any ideas?

  • There's a timer FPS setting at 100 FPS, override timer which is disabled, and minimum FPS setting which was set to 0. I've set that to 40, so I think now the game slows down if the FPS drops below 40. Think that's resolved the issue. Thanks Arima :)

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  • I've set my application at 60FPS V-synced (also tried fixed). Whenever the CPU gets momentarily busy with other activities, the game's framerate drops, but the game seems to keep processing invisibly and misses all the frames that werent rendered to screen. Eg, if the character is falling and just before he is about to hit the ground, the game hitches for 0.5 seconds, by the time it resumes, he has fallen way past the ground and the collision detection that should have stopped him on the platform while the game was frozen never takes place. This is just one example of the issue but it happens in other cases as well.

    Any ideas how to prevent something like this happening?

    An almost certain way for me to reproduce the error is to use FRAPS to record a video of the game while playing it. From time to time, it hitches, and weird sh*t happens.

  • Thanks R0J0hound, that worked like a charm!

  • Here's something I started working on a couple of weeks ago on CC. It's me trying to realise my childhood dream of making my own Donkey Kong Country game. Essentially a clone, but with elements from all three SNES games, and my own storyline/levels/maps/etc.

    [TUBE]http://www.youtube.com/watch?v=_jp-YODzC5c[/TUBE]

    Love CC, I hope it continues to receive updates especially for the little bugs remaining.

  • Hi

    I'm working on a game on Construct Classic and I had a question about effects, specifically the wave effect to create a water effect. I don't want to apply it to the entire screen/layer, just an area. For example, there are platforms and there is water only on the lower third of the screen. The platforms are inside the water so the water and everything behind it (and the player if they are inside the water) should get the wave effect, but not the region on the upper two thirds of the screen outside of the water.

    Any ideas?

    Thanks

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djsubtronic

Member since 30 Oct, 2012

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