helena's Recent Forum Activity

  • Yeah, I am aware of it.. (that text object is not ideal)

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  • Ok!

    I moved the "ceil(random(BurnRate)) = 1" out from the Functions to be performed before the MapArray checks and the Function calls. Better to verify if it "time to burn this thing" before actually executing the events for those.

    I think it might be better that way. Not much difference, but maybe teeny tiny tiny bit.

  • Yes, it is under the 0.2 seconds.

    I know it is very hard to grasp.. Well, thank you for your attempt. it is probably easier to figure if you have the capx and game logics ready. Even then it is hard to get into!

  • Ok I see!

    Here's the entire nested events for those specific events.

    portions are deleted that is not part of those specific events.

    As you can see much of the nesting is because of groups (for my own clarity's sake).

    (and if curious, here's event 189 expanded:)

  • Hello again.

    I am trying to optizime my events in many passes.

    I try to add repeated events into functions and so on.

    I have this block, there's a number of similar event blocks like these in my events:

    Where it examines in more than 1 direction to see if it get a hit.

    It may be 2 directions, it may be 4 directions as in the example, and I have a few with 9 directions.

    So X-1, X+1, Y-1, Y+1 etc.

    Are there any way to combine those into one single event line and pass over the coordinates properly?

    (I know, thinking is not my best side sometimes)

  • Good to know!

    Yeah lots of sprites are repeated.

    I think it must be on the events side that it is taking CPU.

    I have done many waves of optimizations, but I will try again. It is hard when it is a puzzle where every tile act in one particular way depending on what the neighboring tiles do, every 0.2 second.

  • Oh I see. "7.4 mb images" on the level screen.

    It is consistent no matter level size/number of graphic tiles. (on the smaller end being 200 objects and the heaviest level at 780 objects, but averaging 400-600 I think!)

  • Ah ok!

    *googled, found the memory documentation*

    Then question is, is this much?

    The sprites are:

    32x32*4 = 4096 byte per tile, and then times 600 circa, 2457600 bytes... 2,5 mb.

    Doesn't sound much. But maybe I should include ALL the animation frames too in above equation too? (above I just took the "current" frame")

    Then it will go up A LOT.

    *counting*

    86 frames.

    32*32*4 * 600 * 86?

    211 megabytes? hmm. That's a bit different.

    (I think I can optimize down to 80 frames)

  • Hello.

    What is most effective performance wise (FPS)

    Premise: 600+ sprites. Sometimes less, sometimes more. This can't be changed.

    Original: Fade behaviour.

    Disabled in main gameplay, but enabled in level loading/unloading.

    (the loading/unloading is when the stage is filled with the gameplay tiles one by one by random, fading them in/out in succession, using the Fade behavior)

    OR

    Replacement 1: Replace the Fade with custom made dedicated fun animation, 4 frames, 15 different animations, so 4*15.

    OR

    Replacement 2: Replace the Fade with custom events, changing object's opacity manually and using tween plugin.

    OR

    Replacement 3: Make a new sprite object with same content, with the effect enabled there, and once finished destroy those sprites and replace with the effects-less gameplay sprites.

    Those three replacement solutions require more events (exact number vary depending on solution).

    But those events are only run at load/unloading stage and the events are completely disabled in gameplay.

    So the question is:

    Will Fade tank FPS even if it is not actively used?

    (My guess that the Fade Behavior is kind of a merge of a simple Tween and Opacity)

    Or is it so that it is mostly the WebGL effects and/or actively in use that will effect performance?

    Thank you. I am trying to optimize my game as much as I can. On heavier levels it goes down to 52-54 fps at some moments, on i7-6700k 4GHz cpu (and Geforce 970 GTS) but mostly often it hovers around 57-59 fps.

    EDIT: Rereading I think it is not tanking much, because I mistook it for Effect but is actually Behavior. I have edited the text from "Effect" to "Behavior" now.

  • Ah ok! Right now it is for testing purposes so it will suffice.

  • Ah ok! I will try to locate the folder myself by comparing files.

    EDIT: do you mean that I *have to* remove irrelevant files from the nw.js for it to work?

    Suffice to say I don't know much about nw.js only that it is a neater way to display the game..

  • The latest version on the website is 0.54.0 which is also what is running in my C2.

    I have found that there's newer version on nwjs.io which is version 0.71.0

    It is zip file.

    Question 1. Is it safe to use the newer version with C2? Or would it mess up things?

    Question 2. Since it is a zip file: where should I place the files?

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helena

Member since 1 Jan, 2014

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