Tokinsom's Forum Posts

  • My laptop has a touch screen that works with C2 so..er...do you mean a more touch-friendly design? I think it's kinda dumb to use touch for something like C2 anyway to be honest. Very limiting. Might be kinda fun for placing tiles / drag 'n drop but still there's no benefit whatsoever.

  • 1) Already implemented. Hold shift and right click.

    2) I've been trying to get this feature for literally over a year. All I ever get is shit from other devs and everyone telling me to switch to Tiled because they've never actually used it for large-scale games, don't know how incompatible with C2 it is, and don't account for all the layout editor features that would be sacrificed. That, or suggesting I import .tmx files into the Tilemap object which is a poor temporary workaround at best. What's funny is it's just an extension of the feature in your first request. Seems like it wouldn't be very difficult to add at this point.

  • andreyin You're probably thinking of var = var - 1. Toggles between 0 and -1.

    A "trick" I like to pair with this is ternary operators / conditionals. Not the best example but they work like:

    Set bullet angle of motion to Player.Dir = 0 ? 0 : 180

    I suggest tracking down tulamide 's old tips and tricks thread. Had some pretty cool stuff in there. I suppose it was more of a "cool things you can do with math" thread though lol. Could definitely use more of those around here!

  • DUTOIT 1,000 frames for an entire project is a lot less than it sounds. We use as few as possible - it's supposed to look like an NES game! I think all we can do is wait for C3 where (to my knowledge) sprites will use sheets/atlases instead of 1-file-per-frame.

  • DrewMelton Yeah that seems to be the case. It's more about the image count than the image size or audio. This would explain why my old project (using sprite frames acting as tiles) would take so long to preview - it had to load literally thousands each time. And as shinkan said, there's no spritesheeting outside of the exported build. It has been mentioned C3 will spritesheet everything so we might just have to wait :T

    I'm using Windows 8.1 which has windows defender. No anti-virus installed at the moment. Never messed with indexing before...I'll take a look.

  • shinkan Our current project (7 sec preview) is a retro game with ~1000 small, cropped sprite frames and ~10 tilemaps/textures. Without audio the approximate download in the editor is 530kb and the animations/textures folders are ~1mb combined.

    It's very well optimized. Not sure what else I can say. As I mentioned earlier removing audio / disabling audio pre-load didn't seem to make a difference.

  • lol I swear no one actually reads my posts around here.

  • TiAm & DrewMelton I mentioned earlier that both my machines use above-average SSD's + good CPUs and I still had projects with 10+ second preview times. I'm sure SSD's help a little but it looks like we need more optimizations on C2's part.

  • Ashley The initial preview on NW.js appears to take ~1 second longer than Chrome. Subsequent previews (reloading the existing preview) take the same time.

    Generating the preview is fairly quick; 2.5 seconds and the game window is there.

    Loading the preview (with percentage or progress bar in the game window) is what takes the longest, at about 4.5 seconds.

    So all in all it takes about 7 seconds for a fresh preview.

    Approx. download = 17.7mb | Memory use = 7.2mb

    C3 will probably be out by the time this becomes a real problem (for my team, at least) but if it's not too much trouble I think any preview optimizations will be appreciated!

  • Well sprite frames/images are the main culprit so maybe something can be done to better optimize them for previewing..?

    *crosses fingers for live-editing in C3*

  • My game takes about 45 seconds to preview to node-webkit.

    That's insane.

    Ashley Please tell me there's something we can do about this...

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  • Hm. Disabling audio pre-loading and even deleting all audio files doesn't make any difference here. Previewing with NW.js btw.

    My CPU is a 2.5GHz Intel Core i7 4710HQ. The game I referred to with the 10+ second preview times was on my desktop with a 3.5ghz i5 2500k . Both have preeeeeetty fast SSD's so...eh.

  • It's kinda been discussed before but is there anything I can do to decrease the time it takes to preview my game? The larger it gets, the longer it takes to preview. An older project of mine used Tiled and sprite objects acting as tiles, and my preview times took over 10 seconds despite everything being on a very fast SSD. I'm just worried the same thing is gonna happen with our current game farther down the road even though we're using the tilemap object now. Testing small tweaks and such is already annoying with ~4 second preview times.

    At least it's not as bad a GM or Stencyl - those can take upwards of 30 seconds to preview! However, MMF2.5's preview is practically instant even on giant levels with lots and lots of objects.

  • gdog105 I think there's some confusion here... Publishers who are seeking out HTML5 content will prefer games that run on browsers and mobile devices. Publishers who, er, just prefer games, don't care if it's HTML5 or not. Does it run on the target platform? Cool. Any others are just a bonus. There are numerous HTML5 games for desktops, mobile devices, and browsers, all with or without publishers.

  • MovingAngleStart is fine. Thanks for taking the time to add this! I kind of found a different solution but it involves a dummy var and some other stuff and still isn't perfect.