YellowAfterlife's Recent Forum Activity

  • also about the part about it complicating your code in kinda false, if you're able to cram together multiple conditions and actions, you end up with a much smaller event count (maybe you don'T want people to do this because the event counting takes into account conditions and not actions so you can put huge amounts of events in the free version ?)

    Free version supports plugins so you absolutely could move logic into plugins to kite the event limit... but is that what people use Construct for?

  • A thing to be aware of when doing micro-benchmarks is what you are testing.

    In case of "bunnymark", it is "how many moving objects with little to no logic can I have", which, assuming that each respective engine has the general competency of using GPU for rendering and batching same-textured objects together using vertex buffers, effectively translates to "how little overhead there is to an object that has a sprite and nothing else".

    The results are consistent with expectations:

    • GameMaker historically has a certain amount of "luggage" attached to instances, which has them check for velocity, check if they have timers to tick, tick animation frames, etc. Consequently, this also means that storing your buns in an array of structs or a ds_grid will yield much better results.
    • Godot has a different kind of luggage - although objects don't have velocity and timers to calculate by default, they do have support for child objects and consequently calculate transformation matrices.
    • Construct has little luggage - unless an object actively presents itself on the scene, it won't even have position variables. Although some of this advantage would fade as you add more complex logic to the objects, this makes it a good fit for this kind of comparisons, which had been the case for quite a while.
    • You bring your own luggage for RayLib - with no entity system to boot, you likely wrote the exact amount of code to stuff your bun-structs into a vector and move them around, or maybe opted to use separate arrays per-property for better caching, or even used par_unseq to allow bun movements to be processed in parallel on multiple CPU cores, or even implemented GPU instancing... rest assured, the result unbeatable because the overhead comes solely from your own oversight.

    In the end, what Ashley said - use the profiler to figure out pain points, and especially be wary of incorporating "cool tricks" that appear to perform better on synthetic tests.

  • - Also, how how do you handle logging a player in? I see the "Is Logged In" and "On Login" conditions, but no way to let a player log in. (I probably just don't understand Game Jolt well enough yet, just started using it about 30 minutes ago)

    f your game is uploaded to GameJolt, player will be logged in automatically on game start.

    You can also simulate the effect by adding your name and token into local testing URL like so:

    http://localhost:50000/?gjapi_username=NAME&gjapi_token=TOKEN[/code:2f117myz]Otherwise there's a User - Auth action.
    I should probably rename it to "login".
    On-site docs kind of vary in terms and I mostly used them for naming actions.
    
    
    

    - When I try to use the Set guest name action, it just shows up as {0}, no option to set what you want the guest name to be.

    h. I had an impression that I have fixed that before release. Seemingly not!

    It's supposed to have a "name" parameter.

    You can get around that until I upload a new version by using "Auth" action with "user token" argument left as a blank string.

  • Plugin has been updated to include score and trophy fetching functions, as well as Data Store functionality.

    See blog post for details: http://yal.cc/gamejolt-api-plugin-for-c ... ate-aug14/

    Downloads in posts and on GameJolt are already updated, as well as the demo (which now displays highscore table status and saves the score between sessions).

  • To add, "badges" page takes 30 seconds to load lately. Is that okay? All other parts of site work more or less fine.

    Also, this topic displays 3 posts (in corner, near "Page 1 of 1"), but only contains two of mine. Was there spam?

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  • May I ask, why a link to my plugin is leading to topic of someone discovering it, rather than one I made?

    Wasn't visiting for some time. Nice to see that forum looks were improved after all. Looking stylish now

  • At listings of posts and topics, e.g. mine, you can see escaped HTML code instead of parsed post text or BB code. Not a high-priority problem, but should probably be fixed. It looks strange.

  • I'd like to point out that I have a topic about this plugin here on forums. Did anyone notice? Ah well.

    It should be available at all platforms, as long as you can use network.

    I'd make a further investigation, but, alas - no C2 license with that here.

    (would someone give me a license for purposes of messing around? Probably not...)

    P.S.: I plan to update plugin with more callbacks and Data Store API in near future - currently busy with working on university project and finishing online multiplayer Spelunky modification in time free from that.

  • > For reference, the issue with arrow overflowing is still intact after forum upgrade. Except there's no search field that it covers now.

    >

    Can you post a picture of How it looks now?

    Like this:

    Now, instead of obscuring the search field, it moves all navigation elements downwards by a single row.

  • Threads no longer spot a different icon if you've posted in them. They did just earlier today. The question's "why?".

  • I agree that this currently looks kinda messy. This blue "border" around every post is unnecessary

    This is my suggestion:

    http://i.imgur.com/J7F8PUJ.png

    Smaller/less invasive buttons

    Smaller "header" on each post

    I highly agree with this. First version of new forum looks was ok-ish, but now there are just too many coloured rectangles all over the place.

    I'm also slightly puzzled by complete absence of signatures.

  • For reference, the issue with arrow overflowing is still intact after forum upgrade. Except there's no search field that it covers now.

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YellowAfterlife

Member since 3 Feb, 2014

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