C2 Metroidvania Style Beatemup performance problems?

Discussion and feedback on Construct 2

Post » Tue Apr 28, 2015 8:03 pm

bscarl88 wrote:@nesteris are you saying it's a bad idea to do it in C2? I'd like to do it in Unity, but it's a lot for a one man programming team to do, which Is why I would like to do it in C2 to take away some overhead, and I've become pretty darn good at C2 as well.


Well aside from the fact that you can't make native apps in Construct 2 I'd say go for it.
Be warned though, performance will depend heavily upon NW.js working correctly, which itself depends on Chrome.
Also you can get random unfixable bugs from the underlying engine.

Performance is good, I'd say, at least for my game but I would heavily recommend that you make your game with something that uses actual code and exports true native instead of wrappers.

Ultimately it's up to you.

Word of advice if you choose C2, don't copy paste events, do them manually instead. This should eliminate one of the more dangerous random bugs.

C2 is without a doubt a wonderful engine, but it does have some severe limitations. Use what you're comfortable with and what you expect your target platforms to be. If you make a PC game and later decide to make it for a console, you're completely out of luck with C2.
The moderators are corrupt and ban for no reason, especially that condescending neckbeard asshole Kyatric. The forums are filled with fanboys.
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Post » Wed Apr 29, 2015 11:04 am

Hi ya,

My brother and I are making an adventure game with high resolution images (spreading across several layers) and a heck of a lot of sprite animations and at least for now it's working very well.

Layouts are about 10k and we're using multiple effects covering the whole screen at all times. In regards to animations, right now we've got 2 characters always on screen with about 35 animations each (and growing). Current estimated image memory is about 200-350mb per layout.

I have been trying to regularly optimize or at least not go overboard with different things but at the moment, this is all running in 1080p, 60fps on dedicated graphics and 40-50fps on my brothers Surface Pro 2, which has got an Intel HD4400 graphics card. I don't want to jinx anything but I'd say so far it seems possible.

If you'd like to see more about the game itself you can find info, screens and videos at http://yondergame.com/.
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Post » Wed Apr 29, 2015 9:07 pm

Thanks for the info and tips Nesteris!

@purplemonkey

Wow, that looks fantastic! That's in C2 right? Would you mind if I bumped questions off of you some time?

Do each of those videos take up the whole 10k layout? and does each 10K Layout have fully wide 10K hand drawn backgrounds and backdrops? They look like huge scrolling images which is my biggest concern
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Post » Thu Apr 30, 2015 7:57 am

bscarl88 wrote:Thanks for the info and tips Nesteris!

@purplemonkey

Wow, that looks fantastic! That's in C2 right? Would you mind if I bumped questions off of you some time?

Do each of those videos take up the whole 10k layout? and does each 10K Layout have fully wide 10K hand drawn backgrounds and backdrops? They look like huge scrolling images which is my biggest concern

Thank you! Yes, it's in C2. The videos do not show a whole 10k layout, since it's displayed in 1080p it's about 5-6 screen widths per layout.

We are most definitely not just throwing in 10k width images in the layouts. What we do is draw the whole layout using separate software and then output it split into smaller images. But we try to be aware as much as possible of where and what we can optimize. For example, the foreground in our game is mostly blurred and so the foreground images were saved in 50% size and then doubled in size ones placed in C2. So it is best to always be aware of the parts that really need to be sharp and the ones that aren't as important.
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