CF78's Forum Posts

  • Here's some game play footage of my game Robot 505. Still very much a work in progress.

    http://youtu.be/jA2Ohjk1afo

  • True that, you have a point Ashley . But looool how come you can get 20k sprites with 30 fps when I've seen other posts of people having problems with even less then 64 sprites? What is your secret, please teach us, or are we really just that bad at optimizing and "coding" our games?

    Like ANY game engine, there are limitations, but this doesn't mean you can't achieve what you want. I used to think C2 just wasn't powerful enough, but over time I found that 99% of the issues I faced were because of poor use of events, too many effects, using every tick for everything, or mixing behaviors improperly. I downloaded countless .capx files and dissected them to learn.

  • Manou Congrats!!!! Good luck with sales!

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  • [quote:f8pl7l7b]Actually I read somewhere that turning off collision doesn't optimize it at all, as a matter of fact you have to use Box2D instead of the asm [which is the better version] version to HAVE that ability.

    Yes it shocks me that the ability to "turn off" collision is actually viewed as a feature in Construct 2 [because the web2D asm doesn't support it].

    Please correctly me if I am wrong facecjf, Just trying to help ;p

    I honestly don't know. I have read that asm.js is better, https://www.scirra.com/blog/132/more-about-asmjs-powered-physics but from my experience, Box2D web works better. I just assume that with Box2D, having collisions 'on' is another collision check, so I would also assume that it would improve performance if it's off.

    [quote:f8pl7l7b]I really love Construct 2 though, it is the Best 2D Game making program out there

    +1 It really is! I'm a designer by trade.. and C2 has really broadened my understanding of game development.

  • I do this out of habit as well... Same thing for any sprite that isn't using collision... I turn that off as well. I don't think it's weird to do so. Especially when something bugs out, you than know with certainty that it's not because of an animation speed setting. That said I have yet to have any issues with it

  • Thanks! GenkiGenga I will be posting more soon

  • For simplicity, lets say you want your life bars to be a max of 100px. If player is 600 HP than 600/100 = 6 so width = player.life/6 and if toon is 450 450/100 = 4.5 so toon.life/4.5

    See attached .capx

  • I included screen shots of what I was talking about. Still seems buggy.

    After further testing.. It seems it works IF you move player from tilemap platform to sprite platform. If you go from sprite platform to tilemap platform, the player falls through. I also observed that the tilemap jump through's only work if you jump from tilemap first on the far right end of the layout. I don't suspect this is how it's supposed to work.

  • I set everything up on a snapped grid, and noticed if there is minor gap between sprite platforms, and tilemap. (approx 2px) Which causes transfer from sprite platform to tilemap platform to fall through.

    If you extend the platform over the tilemap to get rid of minor gap - everything seems to work as it should.

  • Super awesome! Keep it up!

  • For information purposes:

    I tested previews and exports with the following versions of C2 and NW.

    (r190, r192, and r193) + NW 11.5 = still stuttering.

    I reverted back to NW 10.5 (Win 32bit) and it's smooth again.

    Hardware Specs:

    xeon 3.5ghz

    32 gb ram

    solid states

    nvidia gtx650 ti

    These are just my findings, though I am curious of others results as well

  • I was feeling the same Facecjf. It's sad, and i don't think Construct2 can do anything about it (and we are not talking about any kind of bad optimisation, since it's the same with super basic tests).

    I'm annoyed too but my project was still in the prototype phase and not too advanced so ...

    But for those how had games running smoothly before, it must be a real down.

    It is and it isn't. It's the nature of constructs reliance on 3rd party wrappers. I've found that what doesn't work now... will work in about 4 months.

    Don't get me wrong, C2 is amazing for 2D game development, with great update cycles, stability, and features. I just wish desktop publishing was better and not reliant on Node.

  • > New build!

    >

    > Node Webkit v0.11.5 (based on Chromium 38)

    >

    > https://www.scirra.com/node-webkit

    >

    Any better? I'm thinking we won't see a significant improvement til chromium 39-40...but I'd love to be surprised. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    I was running 11.5 It's better than previous, but I have way better performance from 10.5 after following this guide. This Node issue / C2 export issue is beyond annoying. It's getting to a point where I am seriously considering switching from C2 to something that exports to desktop properly. Nothing like working on your game and then out of no where.. janky stuttering. Try and fix, and realize that Node is the root cause. Pretty dampening to the workflow, motivation, and optimization efforts. <img src="{SMILIES_PATH}/icon_neutral.gif" alt=":|" title="Neutral">

  • Yeah the lights and shadowing do not work as you would think. It's best to create a layer for the light and one layer for your tilemap that will cast shadows and alternatively , another tilemap for non shadow casters.

  • Looks like a bug in IE11. Worked around it for the next build.

    Figured as much... Thank you!