CrudeMik's Recent Forum Activity

  • yeah that's the problem and why I posted the thread, I'm using quite a lot of physics objects in a scene, that's going to be real hard to control taking note of their position and angle. I tried it once before and saw many boxes had glitched and went flying across the layout. This is why I'm curious about saving layout state instead of session state, I'd assume it's the same concept but one step removed.

  • What I'm looking for isn't just save states or maybe it is? I'm confused, I have a game where the player moves between layouts and I want to maintain the history of the layouts within the same play session.

    So player moves stuff around layout a, then moves into layout b and moves more stuff around then goes back to a and everything is as he left it, and when going back to b everything is again how he left it.

    In my mind the save states work for a whole project, if you walk into layout b then back into a, you'll be essentially taking the player back in time to before he even reached b.

    Does that make sense?

  • Is there a way to save the state of a layout as the player moves between them?

    So player character moves a box in layout A, then player transitions to layout B, when he returns to layout A - the box is still moved.

    I know I could do this by recording the position & angle of the objects before the player leaves the layout but I'm working with a LOT of physics objects and they move around wildly so this would be a mammoth task.

    Any ideas?

  • So I found a couple more objects with additive blending and glow attached, removed them and got the frame rate up to 50fps.

    Those webGL effects are pretty hardcore, I need to go through the performance tips guide and make sure I'm only using layer effects / put all effects in the same layer etc.

    Thanks for the info though guys

  • Actually I only tested on Chrome and Node Webkit, I'll do tests on other browsers too.

  • Thanks, I didn't realize that 9-patch was a potential performance killer...

  • My laptop which has an Nvidia 640m, 10GB Ram and an i5 2467m can play Battlefield 3 at 60fps on medium settings.

    When I run my C2 project "Orbit" without any background art I get 60fps but when I try to run it after my buddy has added artwork it drops to about 12fps.

    If I remove all of the webGL effects like glow and additive blending on the lights etc the fps jumps up to about 25.

    The rest of the scene is made up with about 20 - 30 64x64 9-patch objects.

    Is there anything I should really watch out for when importing art? Does it matter what quality png's we're adding to the game? Keep in mind that the game was running at 60fps before the art went in, so it's unlikely to be anything in my code screwing the frame rate.

  • Yeah that's great, I really like the dash move. How did you stop the player from dashing into a wall?

    The flashlight scene was really cool, love the light coming off your gunshots nice touch.

    The boss was fun and wasn't mechanically contrived.

  • That looks really fun! Off to play the demo...

  • oh crap I screwed up the days I thought it was Saturday, I'm such an idiot. I hope it goes well and you have another because I'd love to attend!

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  • firebelly - haha nah man I'm just joking. It's cool that there's overlap I think gives validity to our ideas :)

  • firebelly - have you been reading my mind? That drone following the player with the light is EXACTLY like a mechanic I have in Orbit. Going to have to change it now! haha!

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CrudeMik

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