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  • Steam is a good representation of gamers: http://store.steampowered.com/hwsurvey/videocard/

    67% have DX11 class graphics (modern GPU as well as more recent Intel Haswell CPUs), 29% have DX10. Combined, its nearly 97% of PCs on steam that has a DX10 or above. CPU wise, to be paired with these graphics card (due to dx10 entry after these CPU), would be Phenom II or Q9400 etc. For me, these would be the low end I would aim for. Anything lower is beyond hope, generally drivers would be outdated or blacklisted and would cause all kinds of issues. NV have recently stop supporting GTX 8800 (DX10) series and below. AMD stop support for Radeon 4800(DX10)/5800(1st gen DX11) series as well.

    You will have to make that call as to what specs you want to target with your game, and whether you are sacrificing too much in visuals, gameplay and design to meet that target.

  • Sorry, is this game designed for mobiles or PC? If PC, I doubt you need to be concern with using physics, even with many more objects.

    Athlon X2 is ancient. The average PC these days is i3 or i5, which with turbo boost and better IPC, would be ~5 times faster single threaded.

  • But surely there are scenarios where a big image has to be used, and you cannot compose, right?

    Under such a scenario, even a weak mobile will run your game at 40fps+, try it, make a quick background and one character sprite and updating SpriteFont, compile and test on your device. Should be silk smooth with the text update.

    The only problem is multiple pictures like that compiled with CocoonJS will destroy even modern devices in terms of memory usage. CocoonJS loads ALL your graphics into memory on startup, even if you do not require it on your current layout. It's the bane for larger games.

    But if you do it, use Intel XDK, it will only load the assets required for that one layout. So such a scene, with a 720p background, a large sprite etc, wouldn't take more than 50mb of ram. It then frees the ram when you change layout into a another scene.

    I drew about 30 different 720p backgrounds for my Ninja Legacy (first) game, since I was clueless about good game design and about CJS's inability to handle layout loading... I ended up using about 11 BGs only and cut back on character animation frames. Still, the game used 450MB of ram with CJS. Same game with Crosswalk/XDK, only 240MB peak in a busy scene with lots of enemies.

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    Ashley should have added easy tweaks that lots of users can do to minimize CPU usage, rather than highlighting what they are doing wrong, offer some pro-tips on how they can optimize their games.

    Here's mine:

    Work out if they need something to be done every tick (16ms) or not, if not, definitely put it under Every X seconds instead to lessen the calculations the CPU has to do.

    The most simple example is Enemy Health Bars. Often its updated in size every tick in most CAPX I've seen, not necessary since in most games, attacks or opportunities for enemies to take damage occur much less frequently than every 16ms. Multiply this by heaps of enemies onscreen, its just extra CPU cycles being wasted.

    Another simple tip, is to use Trigger Once often for events that you only want to occur once and not every tick. Like setting the Text in a textbox on touch or mouseover, tooltips for items etc. ie.A condition On Mouseover -> Set Text "AB" will occur every tick when its not required.

    Lots of other little tweaks can be done to get good performance of even complex games on mobiles.

  • If you just want movement or pathfind but not allow overlap, use the plugin solid push out.

    https://dl.dropboxusercontent.com/u/577 ... solid.html

    I use this to get my spaceship fleets to go somewhere without bunching up, works great.

  • So if we want to use big images, don't care about slight pauses, but care about memory usage (say, if we're making a hidden object game, point and click or RPG), we either use a separate layout or "load image from URL"?

    You can use big images, it just eats up your quota for memory much faster. Using individual smaller object sprites to form a scene is more useful in that you can re-use them in different forms and combinations to make varied scenery but at a smaller memory footprint.

    As for the image sizes and breaking them up, you wont save much on memory breaking one large image into quadrants etc. But certain images if you do it smarter, you can save a lot of memory.

    Let's say you want to drawl a line, it's 1200 pixels long and 20 pixels tall. You think because the sprite is small, it wont use much memory but its false. Into texture, such a sprite will occupy 2048 x 2048 texture memory or 16MB of ram. Why? Because its too wide (1200px) for the next texture down, 1024 x 1024 so it has to go into the next texture size up, by power of 2. These are optimizations you have to do when you work with mobiles. Never have an image like that, since its wasting so much ram.

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    Bass_X iPhone 4 (non S?) is not very strong but definitely NOT normal to have 19 fps with 10 sprites, thats ridiculously bad actually.

    I have hundreds of sprites and particles and it runs fluid on HTC Droid Incredible (from 2010) with dual-core 1ghz and 512mb of ram.

    It must be running Canvas 2D without WebGL acceleration, which is very slow on older devices with weaker CPUs.

  • Rushino Gorgeous sci-fi dungeon!

    gillenew Your setting is very nostalgic, reminds me of old SNES adventure games, Zelda and the likes. If thats the intention, spot on!

    Thanks!

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    C2, easy to use, hard to master.

    I'm still learning new things all the time on optimizing performance.

    Complex Sandbox RTS, running 60 fps on my tablet:

    I also had a fast paced physics action game running more than fine even on older hardware, which if you doubt C2's ability to make games with heaps of enemies, projectiles, explosions and particles on screen run fine on mobiles, you can try for yourself: https://play.google.com/store/apps/deta ... lite&hl=en

    Don't blame C2 for poor performance, nearly always, its down to your implementation and lacking in optimization for mobiles.

  • Your environment is stunning for a 2D game, especially the forest, snow and water scenes.

    Have to say it reminds me of The Postman movie with Kevin Cosner

    My only concern is the characters don't match the environment, which is realistic with a medieval/frontier tone but the characters themselves are bright and colorful, cartoony. The difference stands out more in motion in the video. But its a design decision and if you like it, then thats what matters, because artistic taste differ wildly.

    I wish you the best of luck on your kickstarter and greenlight.

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  • I like the level layout and hiding the keys down there.

    Camera is fine. As a puzzle platformer, I like it.

  • Stuck on game still under dev... for a very long time.

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Halfgeek

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