tunepunk's Recent Forum Activity

  • One thing i noticed with C3's spritesheeting is that spritesheets can be quite scrambled. You can have some animationframes from a single sprite, ending up on different sheets. So you get texture swap during the sprite animation. I havn't tested if it has any significant performance overhead though.

    One thing I did like about C2's way of handing spritesheets, regardless if it was more efficient or not was that when you exported the projected, the spritesheet was per object. So I could easily go in after export and apply color correction, and some other final touches.

    C3's exported spritesheets are scrambled and are often using shared sheets. Shared sheet's might be good in some cases, but what about if one sheet contains a lot of images that are not even used in the current layout. You're loading a huge shared sheet with a lot of useless sprite data that you're not currenlty using in the layout. I think that's the biggest problem.

    C2 didn't have any shared sheets, that's why It made sense to manually bundle Common UI elementes in one sprite object for example, since it was going to be used in several layouts.

    Here's an example of exported Kiwi story sprite sheet. Using a shared sheet with sprites from 3 different levels.. Cave, Forest, Temple. Levels, title screen.

    Edit2:

    I think it would make more sense to have a toggle for using shared sheets or not. Because the shared sheets are scrambled each layout you probably have to load a HUGE shared sheet even if you're only using one tiny sprite in that sheet on your current layout.

    Edit 3:

    Thinking about it some more, shared sheet is not a very good idea at all. Unless your game is pretty small and using pixel art and you can your whole game can be loaded in to memory. No loading times and load screens. But in any other case scrambled shared sprite sheets are not very desirable.

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  • Looks nice! Good job!!

  • Maybe something like this could work?

    Made a quick example.

    dropbox.com/s/df8pmmv8ae4bvfc/touch_button.c3p

    Blue box turns red if the first touch, that touched the screen... slides over the blue box.(there has to be at least 2 touches) The blue box will not turn red if any other touch than the first one touches it.

    I guess that's how i got your description of what you were trying to do.

  • This is really cool and very useful. I hope feature releases include some Demo Projects to see examples of how they work in action, so we can tweak values and play around to get a better understanding.

    I would like to see how this kind of noise can be applied to a tilemap object etc, to generate a map landscape etc.

  • A big part of Construct is the community. I already got used to using construct.net instead of scirra.com but one thing the old site did better was a direct link in to the forums.

    Yes you can bookmark, but I don't really use bookmarks, unless I save pages for later easy finding.

    Typing Con...... suggests construct.net

    I go there, then I have to click > Community, Then > Forum.

    Why bury the one of the best things about construct there? Please add a direct link to the forums on the first page somehwere...

  • lucid I have a quick question. Is it possible to load video or png sequence in spriter for reference in the background? I'd like to try rotoscoping animations for very life like movement, and reuse animations for several characters, of they all have the same bone structure?

    If not. Maybe that would be an awesome addition to the new spriter version coming.

  • Works fine here for me. I Can click all the boxes, at least when using a mouse. I don't have my tablet to test touch at the moment.

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  • I've tested the runner example again and there is no difference at all for me. It's stuttering like hell as it did before the hotfix, guess we made no step forward from the previous issue (High-end Win7 PC, Fullscreen mode).

    Did you try disabling the text update every tick? that helped a lot for me.

    Wish there was some way that Construct could auto generate a sprite font. Tiresome doing it in 3rd party apps and importing over and over when you wanna tweak sizes, color style etc.

    I rarely use text object at all anymore except for debug purpose.

  • Chrome 69.0.3497.92 with performance related hotfixes just got released. Might want to re-run the available tests in here and see if it's fixed.

    TheRealDannyyy

    Might, improve it a bit. Canary was slightly less jank for me. But as this seems to be a power saving OS especially on laptops and such. I'm not sure how it can be improved really.

    As someone else reported text object also quite a big factor. Not updating text every tick certainly helps quite a bit. At least for me.

    Endless Runner in Firefox - Surface Pro 4, on battery, recommended power mode.

    - Unplayable.

    Disabling text update event, playable with a few janks here and there that seems to be related to GC and Vsync

    Computer throttles down to low 0.5 Ghz or something like that. But when there's actually a major GC happening, it's throttled down so much that the CPU can't speed up fast enough again to do the GC, so you notice a quite significant jank.

    Some minor dropped frames here and there seems to be v-sync. V-sync seems to fail more on battery, and power plans set to recommended settings.

    What irritates me is that these power saving features ruins the experience. Imagine if you were watching youtube or a movie on battery power and the videos keeps janking. That would be unacceptable! There would be a public outcry probably. HTML5 games on the other hand, seem to suffer more from these power saving features, especially when in battery power.

    As no-one seem to wanna touch the issue, there's not much else than inform your players to change power mode if they play your games on laptops, and notice bad performance.

    Exported Mobile projects seem to be fine though, an occasional dropped frame here and there. But recommended not to use any text object that updates frequently.

  • Ok so I'm back with a test.

    I'm just looping something based on dt, to tax the cpu a bit, when dt is low, but reduce tax when dt is high. Seems to work well on Surface Pro 4, i5. I havn't figured out a formula to set the base value (5000) automatically but maybe someone else can help with that.

    Using this method i could run the test with very little to no, jank even on recommended power setting and battery.

    Here's a link to c3p file if anyone feels like investigating further.

    dropbox.com/s/imk1n0aatytqkef/janktest2.c3p

    edit: taxing the cpu on battery works well on some modes, but not on the lowest ones, might be that gpu is being throttled down as well. Adding some webgl effect to layer, seems to have a positive effect, but can't get it perfectly jank free with 60fps just yet.

    Seems like the less gpu and cpu is utilized on standard and low power modes, the worse performance i get.

    Checking, task manager performance task can give some indication on how many Ghz the processor is currently running at.

  • > Solution: Add a lot of junk events doing absolutely nothing else than increasing CPU load?... haha

    Thats not such a crazy idea.

    I actually just did a small test for that to test that theory out. Going to run it on my surface when i get back home.

    Increases repeat loop count if cpu is less than X, reduces the loop count if higher. CPU report updates only every 1 second though, so might be better to base it on dt, or a combination of the both.

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