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    Klang's final trailer's up!

    Also there's the steampage! http://store.steampowered.com/app/412660

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    Klang's final trailer's up!

  • Tease of Klang's final trailer!

  • https://youtu.be/o1_ySZW31js?t=14m47s Got featured on Indie Games Searchlight!

    The feature uses footage from many different trailers, so about half the footage looks really outdated. Still can't complain about the endless praise.

  • Eisenhans Thanks for the heads up. Made more dedicated tests and the draw call % definately goes down way faster when I only send assets on screen to the invisible layer. Not much difference when I only send assets outside of the canvas. Guess I'll just have to cut down on amount of objects in the scene.

  • So a little followup on the whole optimizing a big scene thing. My optimizing worked, but not well enough. I need to go further. The debugger reports that draw calls is the biggest performance hog on this specific level with several thousand objects.

    I see two options: Dynamically destroy and create assets as I progress through the level to keep the object count low, or put asset outside the screen on an invisible layer. My question is, will this last option have any effect?

    It's hard for me to tell since I won't notice any performance issues before i export (which takes about 20 min) and try it on my laptop, so I would appreciate some advice before i tackle the potential huge undertaking of the first option.

    Thanks

  • Rhythm based jumping and sliding in Klang for screenshotsaturday.

  • So I got this layout with about 4000 objects in it. Naturally it runs a bit more unstable than other layouts. However far from 4k objects are on the screen at any given time. I'm planning on optimizing the scene, and I'm wondering if I can expect any performance boost by turning off collisions and visibility on objects outside of the screen? I've already done experiments with only making animations play on assets within a certain radius, which have shown good results.

  • Claiming your destiny in Klang for Screenshotsaturday.

  • fm4fanAT

    Yes one would think so, but it really is just that slow on computers with a tired HDD. Even after reformatting/nuking with a clean OS install. Loading 10 local storage files with a binary value of either "0" or "1" can easily take several seconds. Sometimes I've experienced the game doesn't write or load anything before playing the game for at least 5-10 minutes. I only notice this on computers which should've been retired a long time ago, but it's still worrying since it limits my market, and forces me to make lots of loading screens etc.

  • Wonder what's inside the cabin?

  • So I've made a save file system for my game, and it works very well on good computers, but I find the load times to be ridicilous on tired hard drives. Is local storage considered the best way to store save files, or are have I taken a backwards approach to this all along? Also is there any way to set the specific folder the save files will be stored in? I can't find the savedata anywhere on my computer!

    Thanks

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Tinimations

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