Pandy's Recent Forum Activity

  • Hey all,

    Can a 360p project be done. I'm asking cause i have a 720p Portrait project at the moment. I was wondering if there is any benefit performance wise from running a lower definition project.

    Also i tried to remake the project in 4:3 SD. But it does not seem to fit perfectly on mobile devices. Do only 16:9 Projects fit perfectly on mobile devices?.

    Thanks.

  • Thanks. Do you think games like candycrush run on HD.

    I've had a project on HD for a while, but the performance has been wonky, and the debug shows that the drawcells takes up a good chunk of cpu. So, downscaling to SD would help in that, right?.

  • Hey guys,

    Have a noobish question . Is there any performance limitations in making a 720p or 1080p HD project over a SD project. Draw cells, cpu, are these affected by what resolution the project is?. If i made a game in SD, would it run faster than it's HD counterpart?.

    Thanks

  • rekjl codah

    Will it have an improvement in performance of the built app?.

    Thanks for replying.

  • I had downloaded it around 5 months ago but only recently started using crosswalk. I was wondering if it's necessary since it's all done in the cloud.

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  • My functions have to pick an object, so i guess it exits once it can't find any object under the picking conditions. I'm guessing recursive functions are still cpu heavy if you have a lot of objects that take part in the loop.

  • DuckfaceNinja

    Yeah, i just realized my function calls another function which in turn calls itself. Group calls group2 which in turn calls itself. I guess there's where the issue is. Top of that it occurs for multiple objects.

    Function calling a function is kind of a nested loop, right? . Now i have to rework them argh.

    Thanks for the help.

  • DuckfaceNinja

    Ok, will do.

    Can you clarify one thing for me please.

    Triggered functions take up cpu too as well ,right?

    For example. Enemy near player > call function("enemy slow")

    and on function("enemy slow") > enemy speed half and enemy fire rate half and etc etc .....

    Imagine that the function calls a lot of actions ,like 10 or so. This would make cpu usage high.

    My problem was that the cpu usage for functions in groups were barely showing 0.2%. That's why i put the group(GROUP and GROUP2) withing the triggered functions ,and then i got such high values and also the weird total group cpu usage.

    It's all irritating now, especially when i'm trying to make the project more efficient.

    Thanks for your input anyways, i'll upload a capx when i'm done with the days work.

  • Group and Group2 are groups that i've placed inside triggered functions which in turn are inside the group 'm' which in turn is in group 'three=1'

    Why is group 'm' showing 0% and -30.2% self? Negative sign?

  • Katala

    Yeah, but then the game has to check every tick if each enemy is near the player. I just wanted to know if there was any workaround for the game having to check every tick for any condition for any object.

    Thanks anywyas

  • Ashley

    I placed the event under a group and got the cpu usage of the group from the 'profile' tab in the debugger.

    I have a feeling i'm confusing everyone.

    It's basically

    Pick by evaluate: enemy with half health and enemy is near player > call function ("Set enemy speed to half")

    This takes upto 5% cpu when my game is idling and increases on gameplay. Reducing to once every 3 ticks reduces it to about 2% or so at idle.

    I'm just trying to to see if i can reduce cpu usage wherever possible.

    Thanks

  • LittleStain

    I actually do have a lot of instances of the object to be checked. How do you suggest limiting the amount of instances?.

    I mean how do you limit the amount, without adding more conditions for the picking.

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Pandy

Member since 1 Mar, 2014

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