Ashley wrote:Jayjay wrote:@Ashley If I had the time to put 1.5 years into a game made just to demonstrate areas of slowness in C2 so you can be able to check it out then I'd really love to, but right now I don't, and I can't recreate the issues on smaller scale.
Minimal .capxs is just for bug reports. For performance testing I will happily profile an entire project. If you can't send it over then there are a couple of options:
- signing an NDA (this is a pain in the ass, but I will do it for special cases if say the publisher requires it)
- For a high-level view of event usage the C2 profiler gives a good indication of any performance bottlenecks in the events, but remember events are yours and up to you to optimise. A super fast engine will only help so much with inefficient events. I'd only use this to give some general advice on which of your events are the slowest.
Can I send you my game's entire .capx?
Because there's a bunch of pain in the asses I've encountered, most I can deal with but Beta r202 broke my game.
So far the bugs:
Using keyboard to create a sprite object creates it in a different place, using gamepad with the exact same events creates the object in the correct place. While using keyboard creates it in the wrong place.
Slight pause when changing player box size for unknown reasons.
Audio not working correctly (still, since Christmas) in preview.
And now in the latest round of bugs, r202 broke my game. Audio no longer resumes correctly. Or at all.
So can I send you my .capx and you hammer out the bugs? Because it's getting so ridiculous that not only are other users jumping ship, I've been looking at GamerMaker and UE4.
These aren't exporter bugs I'm encountering either, this is pure C2.