part12studios's Recent Forum Activity

  • ok so regarding the collisions.. performance lag is immediate.. which the opening screen is minimal.. it's little more than a "click here to enter" kinda screen.. nothing much is going on.

    are things found in other layouts always active? or only active when you enter that particular layout?

    i'm thinking maybe it's the BBS effect.. which is a tilemap that scrolls down creating a kind of "redraw" effect between screens.. something tells me this might be the issue.

  • Hi everyone, so I have a game that runs great on any computer with a decent gpu.. but i've found that some computers using "intel graphics" struggle severely.

    I'm looking to make an alternative version of the game that is optimized for better performance and I'm curious perhaps what things might be the biggest performance hogs..

    My first bet is layers. Do using numerous layers eat a lot of cpu? I'm talking like a layout with 5-6 layers. I broke things down for placement to be easier by moving buttons / text / background / etc to different layers. never more than 6.

    www.8bitwidgets.com is the site. I am using several filters as well. these too might be the culprit.. and i'm going to see about disabling those as well. using 6 layout effects.

    I don't think I have any special objects going on.. local storage.. limited particle usage (performance suffers on layouts that don't use any particles). I know how expensive on the cpu particles can be.

    This lag is an overall lag. On my work computer it's really bad, but this is good because it helps me simulate what's going on..

    I noticed if i reduce the size of my canvas (make the window smaller) the performance improves drastically.. so resizing the canvas was an idea, but i might also depending on what features that get cut out help with performance i'll see about disabling those things.. like layout effects.. etc..

  • hmmm that is very interesting. i'm not sure it would work in my case, but still the fact that different layers can vary is good to know for the future! :)

  • ah ok yea that sounds prefect. i did this years ago with some of my gamesalad games before i got into Construct 2.. I was able to do a kind of sprite spawn benchmark during the loading of the game and depending on the score i could control how many particles and other effects would be active to insure the game didn't drag.. worked well.

    Thanks! I'll dig into that. i know scaling canvas could result in making the site unusable in other ways (text becomes too small) but it's still better than what i get when i see it on a 26" screen full screen on an integrated graphics system.. even some older 2gb GPUs seem to be trash when it comes to chrome acceleration.

  • I have a site:

    8bitwidgets.com

    this site runs fine on any computer with a decent GPU, but there are a lot of computers out there that unfortunately do not and on those computers, my site runs really bad.

    So one quick solution is that I noticed if i scale down the size of the browser, the frame rate does go up to something perfectly acceptable.

    however, asking a user to resize their browser is not realistic.. so it got me thinking maybe i could have an kind of FPS counter and depending on the score, I could auto size the canvas to improve performance automatically.

    Can the canvas be resized in realtime? dynamically? or does it always fill the index.html

  • too late! :) however i get what you mean.. couldn't i put some tags or something inside the index.htm? that could be something found by google?

    i mean ok i guess perhaps what i could do is take each layout and embed it in it's own HTML page? kinda break it up into different experiences inside of a larger collection of HTML pages..

    really does break the flow of things though, but i suppose it wouldn't be too hard to just break up things.. duplicate the project and then strip out each page into a separate standalone "page"..

    certainly the biggest downside to this is the back button completely takes you out of the page no matter where you are in the various C3 page.

  • Hi everyone, so I've made a number of websites 100% inside of construct.. obviously this has some pros and cons.. in my case I feel it's more pros than cons from a creative standpoint..

    www.roaddefender.com

    www.8bitwidgets.com

    Overall I enjoy it because it makes website building more fun and obviously the snappiness is great too.. however one thing that was brought up to someone who was checking out my site asked about google and page indexing.

    So I wondered if anyone had any insight / suggestions / experience in terms of insuring that google actually "Sees" my site in order for people to be able to search it and find content.

  • I have a website i'm making that's effectively a construct game.. and the navigation of pages us done through the site. 8bitwidgets.com

    I'm just figuring out how i could keep someone from (out of habit) click the back button at the top of their browser rather than my own internally managed site back buttons.

    Thanks,

    Caleb

  • ah ok cool i will give that a try. i do like sprite fonts, but it seemed like ttf would safe time, but not if it doesn't work universally.

  • Hi there, I bet this is an easy one and one I thought I had figured out..

    1. I am using a Kenny font and i imported it into the project. great. i tested it on a system that i installed the font on natively and on that computer it works fine. I thought this was a done deal.. but..

    2. when i test the game on a system that doesn't have the kenny font installed on the computer, but is IN construct 3 project file, the font isn't showing up.. but i opened the cloud project and i see the ttf font in the font folder of the project..

    3. so it seems like the project isn't drawing from the font in the folder, but rather, relying on my computer (and other computers for that matter) to have the font installed locally which is no bueno.

    Is there some checkbox or other option I may have missed that insures that the project itself draws from the font(s) in the font folder of the project when you compile / test?

    The font is KenPixel Mini Square.ttf

    but this is what i see

    Thanks!

    Caleb

  • Holy crap that's awesome! I'm going to study this closer to understand how you did it. once I wrap my head around it i'll be able to ask questions about it if I have any. This is so cool. i love that you show the path! i feel like the pathfinding behavior would be so much nicer if it just had some kind of "show stuff" option while in development. So much seems to be kinda invisible other than the direct behaviors of an object which isn't always informative.

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  • Hi everyone, I think I pretty much understand how to use pathfinding on the basic level.. but what i have going on i haven't exactly seen. Trying to have pathfinding that respects tile blocks and those constraints.. no diagonal motion. just N-S-E-W

    I am making a house (think of a zelda top down RPG) where NPCs walk around. I just want them to move down the halls even if they move in short 2-3 block.. but also it would be great to also tell them during scripted events to move to specific places and be smart enough to get to the location I specify.

    I thought maybe i could make "waypoints" a single sprite i could put all over the map and then have NPCs check distance or something.. but I just can't get my footing on this.

    Thanks in advance,

    Caleb

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part12studios

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