megatronx's Recent Forum Activity

  • Ashley ,

    Is it possible to mark where an instance was created, then skip every event until it gets back to the place is was originally? That way it would have the instances updated, but nothing will have changed, so it can then continue with the new instance. I would imagine that skipping everything would be quicker than having everything check the lists.

    Why do you need to pick just created instance?

  • But you can play games like grimrock and even gta4 on Intel HD Graphics 4000 GPU.

    saiyadjin I'm on amd E-450 apu 1.65ghz, 4gb ram, win 8 64 bit laptop with radeon hd, right now. Fps was 12-20. Most of the time almost playable.

  • It's slower simply because it's more work to iterate two lists than one, and that overhead would apply to every single condition in the project. Currently the engine uses a simple flag to indicate that there are instances on the temporary list that need to be transferred, and checking a flag between every top level event has negligable overhead.

    What about the idea of having temp grouping when picking, to make diversifying same objects when picking easier?

  • Ashley What do you think about my idea of creating temp groups while picking, by assigning them to selected group?

    "In the picking selection window, just add txt input where you place a name of "set pick group" , or even just a dropdown under same name with groups "A" "B" "C" and "D"."

    This is not related to picking at creation, but it would be useful to pick few objects of the same type, and it would be better then using families.

  • I'm guessing you're referring to when you can pick new objects.

    New object's do exist instantly, but here's info on what's happens with regard to picking new objects:

    It's basically do to how the object filtering works in the event system. The question is how to implement it better.

    Maybe having the ability to make lists of objects. It would be a bit tricky when dealing with destroyed objects though.

    I'd like to think the whole event system could be overhauled to be simpler and more powerful. I've been trying to come up with a design that addresses things like picking two separate instances and this toplevel thing in a simple way. Imo a good design is key before I make argument how I think things could be better. Maybe eventually I'll find that holy grail of perfect simple design.

    In the picking selection window, just add txt input where you place a name of "set pick group" , or even just a dropdown under same name with groups "A" "B" "C" and "D". Sorted

  • megatronx - i'm pretty sure it's not me / engine that is wrongdoing this.

    i'm using nw 12, and people whine how bad it is, blah blah, but when i export my game with it, and play it, i notice 0 jerkiness (that people whatsoever reported all the time). also performance is on the highest lvl.

    and trust me, my game is for PC, and uses loads of wrongly done stuff, but still works good. i'm doing an improved version atm, but i can host my game if you want to try the old version. it uses almost everything (except ads and shit) that c2 can offer. bump mapping, effects, particles, scrolling background, families, combinations of this and that, and much more. works like a charm.

    What specs your pc is ?

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  • Jayjay In our case it's all middleware fault. Doesn't matter if your game is fast paced or not, sooner or later performance wobbles.

  • funny... people go into ambitious projects expecting miracles to happen, and when they get dissapointed they give up.

    a normal story in game dev. unity, unreal, or anything else.

    you guys gotta think smaller and focus more on quality - > road to victory (or at least some money

    It'snot that. We've been doing this for a very long time, and we're getting frustrated by now with the time that it is all taking. Even in simple games performance drops at random intervals.

    In many ways construct classic was better, and the follow up is disappointing, even thought its logic is better. There was just misunderstanding when decisions about c2 were happening: it seamed that people where not releasing bigger games, where in fact no one finished their big projects due to the amount of bugs that the software had.

  • saiyadjin can you tag the people you're responding to?

    Ashley As for where and why native would be preferred, mainly desktop and console! The systems where big "advanced" games actually mean games newer and more complex than the 1980's arcade machines or SNES titles with newer graphic effects.

    Construct 2 games fail hard on Mac OSX and Linux with games over 500MB, and most of that size is soundtracks. We can't update to newer NW.JS so we're using NW 10.5 (which is great because it seems that's one of the only ones that supports Greenworks now!).

    Mobile and web set lower demands for game complexity and detail, but desktop and console is an area where games get larger and sometimes need that extra content and CPU power that JavaScript loves to consume (almost all graphics in our game are less than 128x128, but there are lots of items and enemies) and WiiU doesn't even support WebGL.

    The Steam hardware survey is a great way to know what systems to aim for on average ( http://store.steampowered.com/hwsurvey ), and it's roughly a 2.4GHz dual-core Intel CPU with Intel HD Graphics 4000 GPU. Do you use a device with these specs when you test the examples people send?

    If making a game that's meant to reach a wide audience, such as a more casual experience, I would say we even have to aim for lower specs than that. Since lag, jank, and other issues that happen at low FPS (falling through floors, etc) look bad on us!

    We get the negative reviews, not Scirra and Construct 2, yet it's generally an engine issue that does not happen on far-above-average machines.

    In 10 years, when everyone has a huge gaming computer for the price of today's average laptop, I won't care about native support since the devices will actually be designed for HTML5+ and WebGL or whatever other standards appear.

    But our team bought business licenses roughly two years ago, to make a game we released roughly last year, to explain to our customers that they just need to upgrade their hardware to play an 1980's-inspired arcade game? They don't buy it, and it makes me wish I didn't buy into the HTML5 dream that keeps being pushed here.

    I have to agree with that. I stopped developing my ambitious projects exactly for those reasons.

  • such as using 1000 sprites instead of a single tiled background

    There are scenarios where "1000" sprites is needed, like in rts games, and probably many more, so I don't think it is good example against exporters. But personally, thought I wish performance would be better, having native exporters is not my own priority.

  • > Maybe start picking from closest to first node?

    >

    here's a bit more experimenting I did: http://1drv.ms/1KJjNL5

    It probably isn't optimized as well as it could be, but it might give you some ideas. There still needs to be a way to prioritize which unit goes first when two or more are competing with each other, but this example has a movement that works better than the previous example.

    I looked at it, but I don't know yet. Also I hope there might be an easier way, with less objects. I'll think of it more.

  • Actually... yes, even the belittling, which I do too much, not to incite, but to challenge. If it's too harsh, I apologise.

    Anyway, yes the formula could be used in many of those, like menus and paths especially.

    Take megatronx's issue with pathfinder, its node based, a bunch of lines pointing at each other, and the algo describes perfectly a line between two points.

    It could be used to move those tanks, and allow the control to keep them apart.

    I used ro0j's help for pushing out object, which I'm thenkful for, even thought they do get stuck in solids at times (which I will investigate further), and with pathfinding, units loose their formations, build with events I copied from rts demo. On the side note, the example from c2 demo however breaks easily when I'm clicking in faster manner, making those tanks end up on top of each other anyway ( but i don't know if it is using that math equation or not).

    And that's the point: instead of working on my game, I have to spend time on fixing plugin issues and hack trough limitations. In that instance building game with event's only would maybe let avoid those issues, but in a none-programming environment, that is self -contradictory from the get go. Events work best to in setting conditions for plugins, but when it comes to dynamics, they fail (collisions anyone? what about input repressions? ).

    I remember spending a lot of time trying to figure out how to do sequencing. Sequencing plugin would sort that all out. Ultimately i figured it out, with the help of fantastic MoveTo plugin ( which should be in vanilla ed) but then setting it all up requires a lot of fiddling around, constantly switching views, and even going as far as creating parser and own scripting language and then need to type it all in per object. Now that is far away from none-programming.

    I also made key rebinding that is also suitable for unlimited number of players, including ai, working from single set of events. But there should be plugin for that. Oh and I had to use Advanced Platforming plugin, because the vanilla one was causing lag when operating more then one character.

    I've build full rpg system. And a level editor. Dynamic music system. Perfectly lopping levels. And many more advance systems and gameplay parts, and all made in such way that at any time, anything can use any part of those systems. Those are possible but resource wasting. When it comes to actual gameplay which brings excitements and action, then extensive hacking starts, and more often then not it all becomes looking and feeling rather clunky, unless it stays close to limited functionality of current plugins. And what I did was universal and evented as optimal as possible, and in way that anything can be used at anytime in any context and in any type of game. And I realized I've build an engine on top of other engine, trying to compensate lack of functionality. And then I thought what's the point? I already bought engine with editor. All of that could have been done in plugins. Plugin for stats, level editor, even dynamic music plugin. Because looking for most optimal ways, we all program exactly the same things in c2 to compensate it lacking in many areas! But all we do is reinventing the wheel.

    And I agree, and been vocal about the need for curves system as maths overlay, path's editor, and all stuff we were saying for years now.

    It all needs to be added, streamlined and glitches fixed ( platform plugin will stop movement if there is a spike of one pixel in the ground or by holding jump, you can get glued to object representing ceilings ).

    The point is obvious: that math should be optional, replaced with visual approach and with completed and new plugins, and also actions and conditions that take more variety of scenarios under consideration, that bring groups of several events in to one.

    eli0s We musicians see world in a different way then scientists. We do have understanding of logic, actions and consequences, but simultaneously we understand the human element, simplicity and intuitionism

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megatronx

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