megatronx's Recent Forum Activity

  • i use repeat -> choose(0,1) to make an event happen with 50% probability, and it works. You can also use different ratios.

    That's a cool way of using it!

    Thanks everyone for you help!

  • Repeat 1 - will run just once

    Repeat 2 - will run twice

    etc

    I have something like this in my game, and works just fine.

    EDIT: In "repeat 2" you will get loopindex = 0 and loopindex = 1. In "repeat 1" you will just get loopindex = 0.

    Cool, thanks

  • Though you could "repeat" 1 time ; everything happens only once. That defeats a bit the point of "repeating", but from a logic point of view that should just work

    I haave set of sub event's and wanted to trigger them once or more depending on random number. So repeat 1 will trigger those events once or will it repeat once and trigger them twice?

  • hi,

    is there any example to see what different effects can do ?

    thanks

    Unfortunetely not.

  • Hi,

    Simple question: Can I repeat 0 times, and will it make sub-events being triggered once pert tick?

    thx

  • > I thought the issue was 3rd party reliance

    >

    The only remotely practical way to write a set of cross-platform native exporters would be to rely on some kind of existing framework or library, which... relies on third parties. I struggle to see why this is an argument for native exporters.

    > 80% games are CPU bottlenecked and only 20% are GPU bottlenecked.

    >

    This contradicts what I've seen, and I've done profiling for some of the largest C2 games like Airscape. As ever, I am absolutely keen for anyone with poorly performing .capx files to send them to me (preferably in minimal form like a bug report) so I can optimise anything that needs to be. I repeat this with every thread that ever crops up like this, so I've said it a lot, and I am either sent nothing, sent games which are incredibly inefficiently designed, or games which are GPU-bottlenecked. So even if what you say is true, I'd be very interested to see any examples of that, because I almost never see them myself.

    Would you be able to write a tutorial, or instructions on how to handle big projects events? That would save you time in the long run, and help others not to make bad events and then complain things are not working well.

  • When I run the same test in nw.js v12.0 it's perfect. Which is good, because that's my export target. I'm just becoming suspicious of google's dev program....

    I feel that someone responsible for this technology is irresponsible and wasting opportunities. Seriously, with all the tech we have these days, performance looks dramatic comparatively.

  • Just trying to figure out the best way to use HD art in C2, man... That is, retaining image quality, scaling well with camera zooming & multiple resolutions, not wasting memory / bloating project / losing performance, and unison between object types such as sprites, tiled BGs, 9-patches, tilemaps, and 3rd party image plugins.

    Everyone says something different or contradicts themselves. Now there's talk of mipmapping power of two textures on export? So there will be discrepancies between preview and final build image quality? Oy...

    I learned that long time ago, that construct is the only software i think, where you have to optimize before starting a project. But you could replace graphics later.

    In terms of scaling if you scale in two's, for example 1 to 0.64 or 1 to 0.62 or 1 to 0.48 or 1 to 0.50 or 1 to 1.12 etc images will look better then if you would scale to something like 0.65. On the side note, same goes for any form of movement, which also will display sprite better.

    I suggested you making game in smaller or small resolution, but with big assets, because it does make a difference in the performance after upscaling using high quality scaling, and you can use solely sprites. But it is true you would need to stick power of 2 textures, or at least large textures should be sized evenly, so 2,3 or 4 times bigger. Another reason was that it will restrict you from having too many objects on the screen. In reality having more then 100 objects on screen can start bringing performance dips, but also that will mean you have a lot of objects on the layout, so the loading will be longer.

    Continuing on resolution, if you can, rather use 960x540 (or half of that )instead of 720, as it is exactly proportional scale of hd and upscaled to full hd looks much better then 720.

    But in the end, a lot depends on the game you are making. What I was suggesting is certainly good for action games. If you are making adventure game, then you need to use diverse assets, thought in this case, due to nature of the game, it will not cause any issues.

    And remembered another trick to make assets look better, is to set default zoom to slightly bigger or smaller number. This will glue your assets a bit, achieving more of a painting or drawing look.

  • It's running smooth enough here with chrome. I used to get some pretty serious jank with firefox so I switched browsers. As far as I can tell the reason for the jank has to do with the rendering portion of the browser when a graphics card isn't supported well. Which is the case for my machine with all browsers.

    Here's a sinple js test I made a while ago to see how smooth motion can be in the browser:

    In chrome I get a slight variation in frametime but it's not terrible. Still it can be distracting to the eye.

    When you move mouse while test is playing, the dips happen a lot. What's odd, thought not related to this test, is that in NWjs when you move mouse, the fps gets smoother.

  • I don't recommend downscaling things in layout, instead make everything 2x and use a layout scale of 0.5. Tiled backgrounds doesn't allow scaling it's graphics,

    I must add that I didn't mean tiled backgrounds, but tiles made out of sprites.

  • My advice is to make a game as it would be typical low-res pixel art game, 1/4 or 1/2 hd, using for example 32px tiles. And for example you have texture 128x128px scaled down to 32x32 in the layout editor. Then you can adjust the zoom to show more or less. This way you will keep layouts small, and have less graphics. With this you can fairly easily transition between high and low quality renderer. Also controls seam more responsive.

    png8 is smaller file therfor it loads faster, so try to have as many of those as you can, even try to lower number of colours where possible.

    I follow this rules, and have pretty good results.

    In terms of sampling, I think you will have to select it to your liking.

    EDIT@ Forgot to mention that I make my projects with full screen in mind.

    EDIT2@ sorry for a bit of chaotic response today. You can add shaders to make things look better, even thought original graphics would be mid-quality. You can separate graphics in to low quality objects in the back and high quality in the front. Strict tiles and then higher resolution none-tiled objects. But also it all can depend on the type of the game however. Could you share with us what is the game you're making in hd?

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  • Nice! Congrats!

    My stuff is selling well too!

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megatronx

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