Halfgeek's Recent Forum Activity

  • PixelPower

    thanks it is a very well made tutorial, certainly inspiring, but where does it stop? My game, other than being pretty bad, is also pretty simple, if I need to optimise a game of the caliber of Pigs in the Oven there is something wrong with the tech itself, simple as that.

    In my experience, you always need to optimize, especially true for mobiles.

    There's no way around it, not until there's enough brute force in devices to overcome inefficient coding.

    And yes, C2's event system is very much coding. How you do it has a massive affect on the final performance.

  • Disagree on the performance, it's a heck of a lot better than 2 years ago, with WKWebView on iOS literally 5-10x faster than the old UIWebView.

    The audio related issues, yes, they are indeed very annoying.

    I've had the same issue with the steam overlay. You have to add "--in-process-gpu" into nw.js exporters. You can find that in c2dir/exporters/html5/nwjs . There you see 3 .json files. Add that parameter in all 3 in line with "chromium-args".

    This is a partial fix, it will work for some GPUs but for most NVIDIA GPUs it will not work. There's no Steam overlay and users can't do the screenshot -> upload onto Steam.

    It's a known issue since forever and it's due to the way Steam's overlay hooks, GPU drivers and Chromium interactions.

  • Suggest you use an in-game text to show the FPS and cpu usage.

    Such as:

    Every 0.5 seconds -> Text [Set Text] FPS & " " & cpuutilisation

    It'll update the info 2 times per second.

    CPU Utilisation is an approximate though it is very accurate in my experience. It's a ration from 0.0 to 0.99, representing 0 to 99% load on the main logic thread.

    Just tested and yeh got the achievement, so things are working as expected..

    Nate! Just played Slayaway Camp on Kong, very cool game man. Is this with C2's 3D addon or Unity?

    I got up to 30 moving objects onscreen at 1 time. Construct2 is much faster.

    30?!

    More like thousands.

    https://youtu.be/dk9Dn41vNKs?t=20s <-- This runs excellent on iOS & Android.

  • Should pass Greenlight soon, it's a good game!

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  • Hey, good luck on the Greenlight!

    C2 scales really well based on game complexity. What I mean:

    1. For the most part, it's own management of memory is excellent.

    2. The editor itself and event system allows for fast workflow of even huge projects.

    3. It can be very powerful once you get accustomed, allowing for any 2D genre to be handled easily. This along with being easy to learn makes it the best 2D game engine, period.

    Whether its included in C2 or not isn't as important as having it functional. So far it's working well for me, I'm using the one for NW.js 0.13, everything ok.

  • gumshoe2029

    My game is a modernized Escape Velocity & Star Control with a focus on RPG. I guess Distant Worlds is similar, top down space adventure.

    I was CPU bound for logic early on which forced me to better optimize the events for AI & NPC Pilots. If you need a lot of star sprites, you can use GPU shaders for that, generating star fields and such, rather than doing it sprite based.

    I don't think there's a possible way to setup that, since they are different stores. And iOS doesn't have a good key system without limitations.

  • How many sprites do you have on-screen at once?

    Also, how do you go about debugging mobile clients? Do you have representative machines, or do you use virtualization?

    Have you ever run across a white-screen issue? Our current website and client both suffer from a white-screen issue, that I have been unable to solve as of yet...

    In big fleet battles, sprites/particles get to around 3000. It's mostly due to ship, missile & weapons trail effects, which is made up of lots of fading sprites.

    Performance is not sprite limited, it's CPU logic limited to process my AI & Pilots.

    I test it over wi-fi on the browser of devices and look at usage statistics and base my optimizations on event groups which are using too much CPU.

    The only issues I've had are with audio but there are work-arounds for those.

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Halfgeek

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