ome6a1717's Recent Forum Activity

  • From a complete coding novice - I'm interested in how long the runtime will take to rewrite? Is this a sort of "will be released in 2018-2019"? Or a month or two?

  • Ashley - I just sent a follow up capx with no plugins (hopefully)

  • Ashley - my layout has 3 of the same tilemap on 3 different layers (4 if you count the collision tilemap). Plus a player and enemies layer (which has JUST players and enemies on it in random spots). A BG layer and a light layer. A few of the lights using additive (maybe 20) and no other effects being used.

    If that's too much for my surface book i7 with a 960 NVIDIA card, what I'm understanding is "make a flappy bird clone or it's too much for most GPUs to handle".

    I'm assuming Ori and the Blind forest developers are cheating somehow...

  • Ashley - if the GPU fillrate is bottle-necking literally everything, then how do we fix it?

  • jobel - the largest image is 640 x 360 (only one of them - the BG). I have probably about 1000-1100 objects (600 are invisible menu items) and only a few (maybe 30-40) are on the screen at a time. None of them but the player has any behaviors (platform) and one tilemap that has solid. Layout is about 4500 x 2600.

  • Ashley - Thanks. I've emailed you a dropbox link for my capx file. You're likely right that it's a fillrate issue, however , my layout size is 4500, 2000 (resolution is 640 x 360). I'm using 4 layers that each have a tilemap on it (3 are the same file, 1 is a collision tilemap), and I do have 1 layer that is set to force texture with maybe 20-30 sprites that have destination out on it. I'm also using maybe 10-20 sprites that have the additive blend mode.

    If those are truly what's causing the problem, to ME that literally means that using tilemaps or any blend modes in general should be prohibited for anything that isn't a flappy bird or mario-type game.

    Ironically enough, when I deleted all of my "light" with destination out sprites, it didn't actually help anything.

    - Unfortunately, no. It's pixel art with almost nothing having any behaviors or effects. The particular layout is 1 enemy that has no events to it, and I've disabled the groups for all other enemies. I'm not using super heavy fx, or any large objects. Most sprites are either a tilemap or static.

  • jobel - true, but I've tested all of that (deleted most of my objects, turned off all effects, AND disabled code and collision checks) to no avail.

  • newt - not borderless fullscreen, but maximized.

    Ashley & Elliott - I usually don't like to do this, but I'll happily send you my capx (is there a way I can send it without posting it publicly? We are releasing on steam soon and I'd prefer for others not to have my capx file )

    Also if it is fillrate-bound, how is that combated? I assume that's what it is since if I minimize to the standard resolution (640 x 360) I get a constant 60 fps, but that's a bit unrealistic to play at, and even using low settings it doesn't change anything.

    Jase00 - only 2 cores (i7 Surface book), but I believe HTML5 can only use 1 no matter what.

    - Honestly I would LOVE for it to be my bad programming, but if I disable all of my code the fps doesn't really change much. Unless, however, disabling is different from actually deleting it.

  • Ashley - Yes, mine is hardware accelerated. I think that's kind of our point - for the game I'm working on, my CPU never goes above 50%, my RAM is always less than 40mbs, and I'm not using any effects, yet somehow I'm unable to get a constant 60 fps (sometimes I sit in the 30s). If not HTML5, CPU, or GPU, what else could be causing something like that?

  • Ashley - I'm just curious; how are you finding the GPU's that are blacklisted? When I search Chrome blacklist into google the only thing I can find is this:

    https://www.khronos.org/webgl/wiki/BlacklistsAndWhitelists

    Assuming this is correct, it seems to be only if you have drivers that haven't been updated in 8 years (or a couple cards I've not even heard of).

  • The short answer is "HTML5 and Node-Webkit (which is our only source of creating an executable) is not the best combination for a medium to large-scale game". I know this because I've released 1 on steam and have 4 more titles pretty far into development (from FULL blown high-res vector art to pixel art).

    That being said, C2 IS the best editor in game development, period. You will never find something as intuitive and easy to learn while requiring no code, and for that I completely commend them. However, if you already are familiar with C# or any other languages, it's worth using a different editor and engine.

    During testing of my first project, most users with bad laptops could run games like Ori and the Blind Forest on high, yet my simple vector art or pixel art game with very few assets could get a max of around 30 fps.

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  • justifun - No, unfortunately it's running webGL

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ome6a1717

Member since 12 Feb, 2013

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