jobel's Recent Forum Activity

  • can't see image..

    clones of the moving sprite? short of making a new colored sprite, you could just spawn the same sprite, enable an effect like "Set Color".

  • ...my minimum spec is an AMD or NV GPU.

    This is probably best to have this in the requirements, but to Colludium 's point, I can also see it frustrating users since it seems overkill for a 2D engine. But I guess.. what can you do? it is what it is..

  • If you can make sure everyone switches your game to the powerful GPU, all your performance issues should be resolved!

    sorry if this is a dumb question, but can you explain this "switching"? Are you saying users have control over how their systems run a NW.js game? This reminds me of how in Blender you can set the render to CPU or GPU, the latter giving you a huge boost to render times.

  • That's not true, layout-by-layout loading frees images when you change layouts, so it only ever has one layout loaded.

    I have observed when playing (the NW.js export) there are 3 processes (2 of them are background processes) that end up growing as the game is being played. So far in my game it seems to cap out at around 600MB (total). I was under the impression the reason for this is that NW caches objects in memory to allow them to be loaded without any jank and that it caches each Layout as they are loaded. I'm well aware of C2's Layout memory management, I just figured it was something negated by NW.js, but if you are saying that is not the case, then that's great news. Although it still does not explain this memory usage.

  • ... but with fullscreen resolution (even though the base resolution is less than 320x240) there is still major slow-down which is apparently caused by the upscaling/fill rate based on the past conversations regarding the performance issues of Node.JS/Node-WebKit

    Is this with turning on "low quality" in Project Properties?

  • thanks!

  • newt

    I'm having a little trouble with the picking.. I've tried a couple different methods, neither fully work. It feels like I'm overlooking something.. can someone take a look?

    Try spawning in 2 different enemies...(spacebar and ctrl)

    https://dl.dropboxusercontent.com/u/362 ... n_ind.capx

    this is excellent news.. thank you Ashley!

  • Recently I've been seeing performance issues with my NW.js game on laptops and other computers without hardware acceleration. Also I've learned about how NW export games load all the layouts into memory and never free any of it (almost like how sound is treated). However, I'm not sure overall memory is my real issue.

    My game's resolution is 1920x1080. The performance issues I am seeing aren't terrible, but I fear they will get worse. I believe most of the taxing is draw calls. I have some decent sized background sprites and I've noticed a "lag" like effect when my player goes over them (on these lower tier computers). And when objects are pinned I see them move slightly only to be snapped back into place creating a little wobble effect.

    I'm trying to gauge whether changing the game's resolution (drastic I know) would be worth it - whether I do it or not is a completely different story.

    Have there been any bench tests done on Node.js games? Any recommendations on what would be the optimal performance resolution for a larger PC game? For example, I made a pixel-art game at a jam once and that game's resolution was 200x150 which of course is up-sized when running. I assume a game at that resolution has a much faster rate of draws creating better visual performance?

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  • newt ahh nice..thanks

    what if your enemies are in a Family? I notice there's no way to add a container to the whole family... So if I add the indicator to each enemy container...

    Then could you do:

    If EnemyFamily is OnScreen etc... and would it pick the appropriate indicator (that's in it's container?)

    EDIT: you can't add the same object to different containers.. so it seems I need separate objects for each enemy indicator?

  • There are still "premium" games that cost > $40 USD but I think the phenomenon of today is that SOO many people are playing games opposed to just 10-15 years ago.

    I don't mind, I think the more people playing games the better... let people find out how much a lot of freemium content is empty and unfulfilling. Some models I think are okay... but a lot are completely offensive to me as a gamer (especially when you sit down and try to play them).

    I still feel the "build-a-great-game-and-it-will-do-well" mindset is the way to go. Don't worry about everyone else... you can't. Just do your thing.

  • but if you track games on Greenlight, a lot of NO votes = never get greenlit.

    it's hard to say though.. because inherently if it's a bad game, it's going to have more NOs than YESs.. and that could just be curation doing it's 'job'.. you don't know for sure if they are looking at the NOs.. it might be just 2 unrelated things pointing to the same thing.

    EDIT: regardless, if there are way more NOs than YESs, it's probably a good sign your game isn't doing well!

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jobel

Member since 27 Jul, 2013

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