Construct 3 - many questions (native exporterts)

Discussion and feedback on Construct 2

Post » Thu Oct 01, 2015 3:35 am

saiyadjin wrote:my current PC is pretty strong
(i4860, 980M, 8gb ram, 120gb ssd + 1tb hdd).

i've also tried it on my older PC which is waaay weaker (and worth maybe 500€ which everyone can buy these days (laptop)), it's specs are - dualcore 2.0ghz Core2Duo, 4gb 800mhz ram, 1GB ati radeon 4650, 500GB drive 5400)

here's a link to my alpha version of the game:
https://dl.dropboxusercontent.com/u/13675221/index.html

try it and see your performance in it. i will post full game once i'm done with it. but i've noticed quite a good improvement in performance while redoing my whole game, because my initial design (this link) was horrible.

p.s. loading will take some time.


Well done! I loved the animations. Great work!
It doesn't take too long to load here and the game doesn't lag... it's just a little slow in pace.
I don't see jerky frame rate but slow speed in execution. Don't know if it's by design.
Have you tried disabling the water effect?
In my current project I was using the nice Starfield behavior but it got too slow in the letterbox scale that I had to stop using it.

Also do you use functions? I can't recommend them enough.
If it helps, divide most of your game logic in functions that you can call when certain events trigger not every time (every loop of the event editor). It helped speed things a lot for me.

To get back on topic, I'd really love a C3 with more export options even if not official.
There are many things in C2 that puts a smile on my face like its incredible undo feature (that can really undo everything you do in your game), the way you can work with individual layers without affecting everything else and that ELSE in the event editor that really makes events work the way a developer expects. Try to make a toggle button work in Clickteam Fusion 2.5 (although a great software as well) there without a lot of events and you'll see what I mean.
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Post » Thu Oct 01, 2015 5:16 am

@byondisoft - can you just tell me what was your FPS? cpu usage and when do you notice slowdowns ? (they should appear when you get higher weapon level and hit multiple objects with bombs because shitload of particles :) )

also - this game uses 1366/768 res, and has 5x3 sprites of 256x256 water tiling. under them is 256x256 normal map with bump mapping, so that's pretty heavy on cpus.

and like i said, this was early alpha and the game runs slowly to anyone, even my old pc sometimes slowed down, but my newer version (and soon done) works 10x faster, because i've done shitload of optimization, used way more functions, removed more "every tick" events, and used 1 tiled sprite which should be faster/optimized for tiling water animation. also added option to disable particles and more... you will see soon when i post it :)
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Thu Oct 01, 2015 6:47 am

Why would people use cars?
You can just train your body and you will be enough strong to run to different places by yourself.
Also in the future people will create teleports that is why creating cars is a bad idea.
There is no need to create cars.
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Post » Thu Oct 01, 2015 8:34 am

that logic is flawed paradine.

you didn't include the feeling of driving which some people love. also you didn't include the time needed to develop teleportation - probably won't be around next 100 years maybe more. then all the initial risks and probably deaths by teleportation.
also you didn't include that in 100 years you will be dead when teleportation becomes reality. to achieve progress you go progressively. you know that first car was working on steam? now we're soon entering the era of electric cars, and teleportation probably comes after that.
also if you prefer no cars - then i guess you can travel 500miles on your bycicle or by foot since teleportation doesn't exist.
i'm pretty sure you can't be so strong to run around the world. you're not goku. and you should stop talking nonsense and OFFTOPIC.
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Thu Oct 01, 2015 9:20 am

saiyadjin wrote:that logic is flawed paradine.

you didn't include the feeling of driving which some people love. also you didn't include the time needed to develop teleportation - probably won't be around next 100 years maybe more. then all the initial risks and probably deaths by teleportation.
also you didn't include that in 100 years you will be dead when teleportation becomes reality. to achieve progress you go progressively. you know that first car was working on steam? now we're soon entering the era of electric cars, and teleportation probably comes after that.
also if you prefer no cars - then i guess you can travel 500miles on your bycicle or by foot since teleportation doesn't exist.
i'm pretty sure you can't be so strong to run around the world. you're not goku. and you should stop talking nonsense and OFFTOPIC.


My post about the cars was a metaphor, I used it to show you, that arguments against native exporters are as nonsense as arguments against cars. ;)
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Post » Thu Oct 01, 2015 9:34 am

The only c2 weakness in is performance and not platform direct connection and coding.
so many c2 users leave c2 just because of this 2 and we all know that
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Post » Thu Oct 01, 2015 10:21 am

Jayjay wrote:console

I think it is likely that the Xbox One update to Windows 10 will make it possible to publish HTML5 games to Xbox One, but we are holding off on making official announcements about that until we know for sure.

Jayjay wrote:it could also be described as a top-down FZERO, which the SNES could handle

Obligitory "my SNES could run this", obligitory reminder that as far as I can find the highest resolution mode of the SNES was 512x239 @ 8bpp which is 122kb per layer vs. a modern 32-bit 1080p game which is 8mb per layer or about 68x more bandwidth. Assuming you have the background and four own-texture layers, that's 340x as much bandwidth, not including higher-resolution textures, plus rotation and scaling, plus no sprites-per-line restrictions, plus transparency and alpha blending, etc.

Jayjay wrote:Construct 2 games fail hard on Mac OSX and Linux with games over 500MB, and most of that size is soundtracks.

Maybe that's a NW.js issue, but it's surely solvable. I know that recently there were bugs that combined with the slow NW.js release cycle has made for a lot of waiting, but I think it is pretty clear that NW.js should soon be back to working effectively, and that's a far more sensible option than burdening ourselves with a multi-year fork of our engine.

Jayjay wrote:it's roughly a 2.4GHz dual-core Intel CPU with Intel HD Graphics 4000 GPU. Do you use a device with these specs when you test the examples people send?

Yes! And the bottleneck on that kind of device is the fillrate on the weak Intel GPU. Which is a hardware limit. Which means making a native engine will be no faster at all. So that's actually a pretty good example of why making a native exporter is completely futile for improving performance on that kind of device: WebGL is basically already performing identically to a native app in that case. Intel CPUs are pretty strong even on low-end models, meaning the overhead of Javascript is really not an issue. The GPU fillrate is the real issue. Intel GPUs really suck. That's not our fault, or HTML5's fault, or Chrome's fault. It's just crappy hardware.

I really think some people have the impression that if we write a native exporter, hardware specs will magically increase.
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Post » Thu Oct 01, 2015 10:33 am

saiyadjin wrote:here's a link to my alpha version of the game:
https://dl.dropboxusercontent.com/u/13675221/index.html

try it and see your performance in it. i will post full game once i'm done with it. but i've noticed quite a good improvement in performance while redoing my whole game, because my initial design (this link) was horrible.

Wow, nice game. How did you do the ship's turning animation? Did you use Q3D?

I tested your game on 3 computers using Chrome. Here are the results:

Windows 10
- i7 with AMD R9 270X: 60FPS (not suprising)
- i3-3110m with Intel HD 4000 : 60-57 FPS

Windows 8.1:
- Core2Duo with Intel 4th series graphics (pretty old CPU/GPU): 26-35 FPS
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Post » Thu Oct 01, 2015 10:35 am

Ashley wrote:I really think some people have the impression that if we write a native exporter, hardware specs will magically increase.

Ashley please just make one game with unity and then you see native performance is really different and so much better !
Last edited by mahdi71 on Thu Oct 01, 2015 10:37 am, edited 1 time in total.
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Post » Thu Oct 01, 2015 10:37 am

But you can play games like grimrock and even gta4 on Intel HD Graphics 4000 GPU.

@saiyadjin I'm on amd E-450 apu 1.65ghz, 4gb ram, win 8 64 bit laptop with radeon hd, right now. Fps was 12-20. Most of the time almost playable.
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