ThunderZ's Recent Forum Activity

  • The visual is really too heavy and unreadeable clearly.

    that a point i love with the old forum, you could switch beetween differente topic fastly and very clean reading.

    Now it's heavy graphicly and unreadeable with topic post anywhere, the bitmap background ect...

    Very bad poitn at all for a very usefull forum.

    ps: a another thing, i want to the the title of the topic last post active not the autor in the general view

  • i just use a basic command

    optipng -clobber -o7 *.png

    depending of the project and the number of file asset i've very low optimisation (< 5%) or more efficient use (>15%).

    in general Construct2 make really good png export with little sprite or sprite that i've imported in a single file, for exemple hud button, title ect...

    For more important bitmap (background or heavy sprite), opti png make some good result sometime :)

  • the compression of the file and the memory it take are just 2 different thing at all.

    you could use bmp file if it doesn't matter.

    file size = memory size.

    I know that C2 allready have some optmisation on png the most major one is the "atlas" way it use to eleminate duplicated sprite from the same source.

    OptiPNG just optimise the png file without loose quality and don't change decompression time significatly (and after all the memory take is the same).

    BUT in mobile, where the actual solution Cocoonjs or IndelXDK take a big part of the project place (xx MO), THE SIZE IS REALLY IMPORTANT.

    You can MISS players just because the game is too heavy to load with a slow connection.

    And it's exactly the same problem with HTML5 game.

    More the data will be small, less the loading date will be (downloading the data) the most important point for mobile+html5 plateform.

    For the people using badly Construct2 that an other problem, tell all programmer that come from classic C/C++ background on any SDK from any mobile plateform and they will not have any problem with C2.

    C2 just give people without any technic or programmer skill the ability to make visually code.

    But they just have to learn and understant some limitation for the target hardware, the blog post : scirra.com/blog/112/remember-not-to-waste-your-memory

    what done in that way, for people without programmer skill to learn that all hardware as limit :)

    But we can't not use a tool for make some optimisation because of fear that some people will make bad use if it (Just Uncheck this option by default :))

  • Just a little idea for big project and well especially for mobile project (well efficient on pc game too).

    Why no add an option for using OptiPNG in a release/gold build.

    optipng.sourceforge.net

    i personally use it with -clobber -o7 *.png on the directory of data of C2 output.

    it's a long process (so the option need to be unchecked by default) event on my intel I7 core but it have really great result in space.

    maybe a thinks to add for and future release (not to hard to add ;)).

  • Yes same here, Construct Need to keep 2D but :

    boost performance (memory management,...)

    add more advanced feature using shader (lighting system, ect..)

  • here no problem too i' made some change to see object count ect..

    more than 4000 sprite on chrome/firefox/opera (webgl) at 60fps

    more than 8000 sprite on nodewebkit (webgl) at 60fps

    if you target computer nodewebkit is awesome :)

  • Here are my personnal test :

    Kawaii Puzzle (low spec puzzle for kid)

    The fps are great for the 2 export CocoonJs and Intel XDK with Crosswalk.

    I've graphic artefect with CocoonJS using the last version with tiled bitmap but it seem to work at all.

    So i want to stress them more and export Space Tako Invasion on them :

    CocoonJS :

    night mode : 21 to 26 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-10-33.png" border="0" />

    day mode : 27 to 29 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-11-22.png" border="0" />

    Intel XDK CrossWalk :

    night mode : 31 to 34 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-12-12.png" border="0" />

    day mode : 35 to 41 fps (depending the number of objects)

    <img src="http://www.angelsoftware.fr/wp-content/uploads/Screenshot_2013-12-23-00-13-37.png" border="0" />

  • Did you see what i've modified and how do to now ?

    ps: don't forget to modifie you title screen layout (it's using tiled (i've renamed the _old))

  • it's not perfect in bitmap (i just cut your original one).

    Use power of 2 resolution and it will be better ;)

  • Here the game modified (only the game layout for you see the difference with the menu) -> capx + modified bitmap.

    https://dl.dropboxusercontent.com/u/732352/sugar_modified.zip

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  • I could correct your capx if you send me the original bitmap. ;)

  • How amazing bad use of tilemap and C2. <img src="smileys/smiley5.gif" border="0" align="middle" />

    As Ashley say use tiled background.

    Exemple :

    1 pixel color gradiant for your blue background (non alpha) + 1 tiled sprite for 'clouds' with alpha. (the size you want placed at top of the gradiant sprite).

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ThunderZ

Member since 22 Apr, 2013

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