CairoCreativeStudios's Recent Forum Activity

  • When reading https://www.scirra.com/manual/134/performance-tips and other performance enhancing posts, it's hard to pinpoint exactly why my game is lagging due to draw calls. I only have 3 tilemaps being draw at once, each of which having relatively large tiles in comparison to the screen. The amount of tiles drawn at once never exceeds 100, and hardly exceeds 50.

    I'm trying to find why the draw calls could be affecting performance with such an impact, as the profiler puts that at the top with 50%. This might actually be wrong though. I believe the actual problem is the amount of unorganized for loops running in the project.

    It's also possible that the performance issues are specific to the computer I'm using, as the specs aren't that great, and I experience lag in almost any game made within the past 10 years, if not rendered with DX11.

    Anyways, if anyone has any more information on when calls to draw are done, that would be nice. If need be I'll create a link to the CAPX here, but you can click the gif below to go to the game's page that includes the CAPX.

    Zebbi I meant I'd make an exporter to Fusion from C2, allowing C2 to take advantage of Fusion exporters.

    As for everyone else replying to this thread, I'm not going to be answering anymore. My answers for your questions are as follows

    Q. Why do it?

    A. Because I can. It's good for my portfolio, and it's just for fun. I'm not making any promises, don't expect anything of it. I came here with a simple question, that question has been answered.

    Q. Why, when C3 is coming out, would you make a C2 exporter?

    A. I highly doubt that the XML project file structure will change much. It's incredibly unlikely, because the current project file structure is very solid and useful. I said that in my original post.

    Q. Why would you waste your time if you don't see it going anywhere?

    A. If you're going to sit here and tell me you don't have hobbies, you're lying through your teeth. Maybe you game in your free time. I program in mine.

    Q. How would this make a good portfolio piece?

    A. Because, it requires a complete rewrite of the Javascript engine powering Construct 2. That's a big feat, not one I will ever say I can accomplish, but one that would definitely look good on a resume, because it's essentially the same as writing one's game engine, the difference being that Construct 2 is the interface, and one I did not make.

    Q. --

    A. I've probably already answered your question. Read. -.-

    Anyways, I've asked to get this thread removed because I'm done answering questions right now.

    Zebbi, wow...

    Man... You probably shouldn't have told me that, I might not even take time to make a C exporter now, might just make a Fusion exporter.

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    , Working on this as a hobby, not as a legitimate, full time project. I'm focused on developing my game right now, not on making this. You also have to consider the fact that making it a community project is essentially the same as forming a team, the difference being the fact that I'm not held liable, and nobody else working on it is.

    Maybe if I had more money to spend, I'd hire programmers to work with on it. But, for now, it's simply just for fun.

    R0J0hound, Haha I definitely don't have a one year time frame! I'd have to put my game aside to do that, which wouldn't be practical in the long run, unless I made people pay for it. Which I wouldn't. I was simply saying that last year I'd posted about this topic, saying illogical things, not knowing what I was doing.

    The features I plan on implementing will be on an as needed basis after the core engine is rewrote. Which means updates will be slow and inconvenient if I'm the only one making them. I'm hoping that people understand this and don't get so excited about it. I'm not making any promises as to it being feasibly useful. At least, though, it could serve as a starting point for the future of Construct, and my career as a programmer.

    Eisenhans, Reprogramming Construct 2 in C is the same as making my own engine, the difference being that the interface is already there.

    Reprogramming Construct 2's javascript engine in C IS making a new engine. You can't just copy over Javascript into C. An exporter in Construct 2 does NOTHING aside from structuring the project properly for packaging with a specified tool, such as Intel XDK.

    On my portfolio, it wouldn't read as "programmed an exporter", which really would be a waste of time, not because of feasability, but because of the reason you mentioned. It would read as something along the lines of "Reprogrammed C2's Javascript engine in C, for native compilation".

    Also, you have to consider the importance of C as a language. Even thinking that this kind of thing could be simple shows the lack of knowledge required to do it, and if someone won't hire because of that kind of thinking, they don't know what they're looking for and most likely won't pay well. So, I'm not worried.

    Additionally, the only limitations of using Construct 2 to do this is the fact that Construct 2 was made in Javascript. Though, Construct 2 has EVERY FEATURE any 2D game engine should have, and more. So, I wouldn't be limited by anything other than my own experience as a programmer.

    glerikud, Thanks!

    newt, As an experienced programmer, I'm fully aware of everything I'd have to do in order to make something like this, and as has been noted already, is just for fun, so if it never amounts to anything, I don't really care.

    saiyadjin, try having a little fun once in a while, mate. I don't think I'd want to develop games if I thought of them as simply a way to make money. Not really interested. Money will come, it's more about enjoying life while it last, in my opinion.

    Ashley, Yeah, it seems like the majority of people would think it's a complete waste of time. I will be rewriting the engine from the bottom up, so it'd probably never be useful enough for someone to actually use it, but I think it'd be cool to have either way. I wanted to program something in C, mostly as a portfolio piece, but also because I'd enjoy it.

    I think a lot of the people reading my words, "Not a lot of work to do", think I meant I don't have to program anything, which is the opposite of what I meant, I'm just not doing it for work. I think, though, this kind of project would work out well for trying to get a programming job in the future, as it'd make a really nice portfolio piece to show my programming experience.

    Anyways, I'll probably upload something about it in a year, Valve time.

    Ashley, it was either last year, or the year before that that I'd originally posted on here with a severe overconfidence of my abilities as a programmer, stating that I'd make a compiler for Construct 2 that basically translated HTML5 to native code. At the time I clearly knew nothing about what I was talking about.

    Basically, my goal is to make a program that can read the XML files of Construct 2 projects and export C/C++ code in the same way Javascript code is exported. That way users can compile the code to native and other platforms themselves. I was thinking about making the converter in C2 itself, and use Node Webkit to read and write files.

    My concern with pursuing this for fun is that I don't want to infringe any licensing and become a legal issue. So, before I release anything I will need you permission.

    Anyone reading this, keep in mind that this project is as a hobby, not a legitimate project. Assuming C3 will use the same XML based project file structure, I think it'd be worth the time to invest in it, even after the new version comes out. It will be uploaded to Github once support for Platform, Audio, and Keyboard are fully implemented. I'm using a few different open source projects to mash together to construct the converter, so there's not a lot of work on my side aside from reprogramming the base engine functionality. Which, of course, is the main concern of performance.

    All I'm saying is, don't expect this to be a fullproof native compilation method, because I'll likely not have the time to implement everything on my own.

  • , Will do! I'm going to be uploading again soon with functional scoring, dying, etc. There's still quite a few attacks to add in for the first armor, but I'm not really worried about that. I want to incorporate Scirra's highscore board, so that people can compete for the highest score's, K/D's, etc., so adding scoring and "death" is most important.

    I'll guesstimate that it will be within the next two weeks. Possibly only one, but no promises.

  • , Thanks! The character is very much a traceover-better animated version of MegaMan ZX sprites, but I want to make 3D models to pre-render. It's going to take a long time to do that though. I may not end up doing that, because the level of detail I've added to the animations, and the complete change of style covers it under Fair Use.

    I'm going to be making the next one in Unreal Engine 4, to add more artistically. It will still have the same pixel art style though, just with more fluid animations and detailed artwork with more scene depth. The background/detailed to foreground/simplified anime-ish style stays the same, and rendered with a pixel art render.

    nemezes, cool! I'm going to be constantly updating here! I'll make sure to let you know when the gameplay is 100% functional!

  • XpMonster, I am also a programmer, certified in a couple languages. I started developing when no-programming-required didn't exist. Started with the horrendous Blitz3d. http://www.blitzbasic.com/Products/blitz3d.php Which, actually, doesn't seem near as bad as I remember. Especially considering it's free now! I'm gonna have to play with it for old time's sake.

    Anyways, whether you'd want to work with me is obviously a matter of time and money. I personally don't take money from anyone that doesn't offer it. If I were to work with you, it'd be free work, with credit of course.

  • nemezes, The plus signbutton starts a match, and the Join button joins a match. Just keep clicking the button until it works, it takes one or two clicks to register.

  • Also, if things go well in the next couple of months and you need someone to help you with development, I'd be more than happy to help! Right now I'm stuck in a financial rut, but I really want to expand and start developing more. It'd be up to you obviously, but I'd gladly help you out.

  • XpMonster, Don't be so glum, chum! It will take time to learn how to develop efficiently. I've been working at it for about 12 years. (2 years with Construct 2) I'm still not successful. I've taken to spending all my free time to put my skills towards BIG projects, even if they don't pay off in short term.

    You'll be fine. Ambition is good! Just be sure to understand, with great goals, comes great amount of work.

    Anyways, you can have a look at my Shareware .CAPX to see how I've done a few things. I've tried to comment on things, but I often get lost in my work.

    https://www.scirra.com/arcade/fighting-games/byte-sized-heroes-prealpha-12754

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CairoCreativeStudios

Member since 22 Feb, 2014

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