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  • VRAM you wouldn't even need to worry, most dedicated GPUs now have 1GB and thats plenty for storing onscreen objects. Intergrated GPU like on Intel or AMD APUs use system ram for vram so thats even less of a concern.

    Go ahead and do your best.

  • Magnetized

  • PC specs?

    On my ultrabook with Intel HD4000, I always get 30 fps cap regardless. I believe its the drivers for Intel.

    On my work PC, its 60 fps always, rarely more than 20% CPU usage.

  • Take my money now.

    LOL! It will be free...

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  • Joannesalfa Certainly agreed, never just test your game on the top of line device only..

    My own cut-off point is devices with Tegra 3, which is quite slow in JS compared to Samsung S3, these are not unrealistic targets to meet because the bulk of Android are on S3 or better devices now. For Apple, iPhone 4S is the bulk of the market with iPhone 5 replacing it fast.

    EddyDingDongs

    The Nexus 7 is still the top of line device, since its Snapdragon S600 SoC is super fast compared to most things out there.

  • Then you need to add a Pick All Instance of Wolf, then narrow it with Wolf Stamina < 10

    ie.

    Every 5,10,15 seconds

    Pick All Wolf

    Wolf Stamina < 10

    DO ZZZZ

    If that don't work (it should), then for sure this will work:

    Every 5,10,15 seconds

    * Pick All Wolf

    * Wolf Stamina < 10

    Do ZZZZ.

    * = sub-event.

  • jayderyu

    You are severely underestimating draw calls of devices.

    A modern computer can easily handle 30,000 draw calls. Something like an i5 CPU can handle 20,000+, i7 is more. This is from DX11 vs Mantle dev talks.

  • I believe it was fixed awhile ago, so that every X with choose or random will proc again the next time it triggers so it re-picks a new X. It used to be always the same X and it repeats itself as I recall I had a similar issue about 6 months ago.

  • You would almost never need to worry about memory usage for desktop games, with WebGL in C2 being very good with memory management, I doubt you will ever have over 2GB of assets on screen.

    Most desktops have 4GB of ram, many have 8GB.

  • Do you also find UI is the most annoying to do?

    I'm procrastinating in my own UI..

  • [quote:ghwhsnb4]Alpha footage of game mechanics, lots of particles used, independent turrets, faction AI and pathfind, game runs very well on older devices, tegra 3, samsung s3 etc.

    Holy crap that's awesome! I've been working on a game kind of like that called Captain Zero for a long time but it's on the back burner... Time to put it on the front burner I guess!

    Thanks. Have you got a blog, I'd like to see Captain Zero! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    As for HTML5 and mobiles, just take care and keep testing on devices as you add new features. Make sure you did not fubar the code somewhere with an endless loop or heck, checks every tic when it doesn't need it.

    I have about 400 to 500 objects on my layout, asteroids with rotate behaviour, blinking stars, space dust etc, along with all the objects generated by ship trails and during fights, particles from weapon hits. All up with particles, it would be >1,000 objects. On top of ship pathfind and AI. Runs great on even older not top of line devices.

    I say to new C2 users do not be discouraged, it's possible to make big games run well on older devices not to mention newer ones, even big RPGs:

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  • We are not using any 3rd party plugins. In construct, the memory use in the status bar says our game is using 382.3mb. If this gets multiplied by 4 when exporting using Cocoon and played on the phone, I can clearly see why the game is crashing. Is there any way to lower the amount of memory used by the game?

    Holy crap, Construct is saying you use 382MB?!!! Mother of god... how big are your background and sprite images?!

    The only way to lower the memory use is to use smaller sprites, instead of 512 x 512 or 256 x 256, consider using 128 x 128 pixels. Also do not have the background as one large image file, it's insane to do that for many different backgrounds.

    If your game is 1280 x 720, each background image of that size is 16MB into memory as a texture 2048 x 2048, because it will not fit in a 1024 x 1024 texture as its width is too large, it has to go up to the next power of 2 texture.

    READ THIS: https://www.scirra.com/blog/112/remembe ... our-memory

    And read it again and again til you understand.

    When you design for mobiles, target a device and aim to have less than half its total ram taken by your game, because mobiles have a lot of junk running in the background it consumes nearly half a device's ram. ie. a 1GB phone typically only have 500MB free for apps. If you want your game to run good on 512MB devices, don't let it consume more than 256MB ram etc.

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Halfgeek

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