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Discussion and feedback on Construct 2

Post » Sat Jul 05, 2014 9:07 am

Any reason you use oversized sprites, Ldk? The Rhino is 559 × 289, even though in game it's only like 21 x 16 or something like that.
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Post » Sat Jul 05, 2014 9:23 am

Spriter won't improve performances, as it just creates as many animated sprites you dropped in your SCML file. From my experience, it's quite CPU and GPU intensive on mobiles.
@Ldk: the 2d plugin for UE4 is still experimental. Unity, on the other hand, has a really solid 2d workflow already. Anyway, I wish you the best of luck with your work, going forward! There are still ways to optimize your game on C2 though I guess. Both on the CPU and on the GPU side. For example, your Background layer isn't set to transparent, so you have your full screen filled with an invisible layer of white on every frame. Your game seems also very heavy on the memory side: it's quite long to load here, even with a beefy configuration.
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Post » Sat Jul 05, 2014 9:30 am

Allchix wrote:why are you giving away your cool game? I read in the other topic that you had problems with the export. But now that you are offering it in public, basically everyone can steal it. Dont you just want to try to find a solution for your performance problems? I had a look at your game. the only issue is that the pictures are to high detail for a mobile phone and that you have excessive animations with different sprites, instead of using spriter animations. This game can easily be fixed.



Well i posted it because i was hoping people could learn something from it. If someone steals it and just copies it to make a profit. Then they managed to do something i couldn't which is make it run smooth :lol:

I did try to find a solution but the basic jest of things were that games using more than a 100mb or memory will not work were the some of the responses i received. As such i did not see a point in then trying to optimize

The sprites included in the version i shared are not optimized. I have more than 40 different revisions. My latest had all the resized sprites with not a single one exceeding 512px but it also include the removal of webgl which would have made things ugly because i removed my coloration opacity layers and you guys wouldnt have been able to see whats happening.

Also when you look at the dog sprite. You will notice there is a small dot at the bottom. Why is it there?

Well Protip. When using platformer behavior and not binding it to a box your sprite bottom should always be the exact same location to avoid animation jittering when cropping the sprites. This is a "cheat" to avoid pinning that sprite to a helper.

The reason for this was that controlling the AI of the dog was too troublesome when pinning dogs to helpers because conditions would trigger across the entire level for all dogs.

By only having dogs it removed these issues.
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Post » Sat Jul 05, 2014 9:33 am

Valerien wrote:
@Ldk: the 2d plugin for UE4 is still experimental. Unity, on the other hand, has a really solid 2d workflow already. Anyway, I wish you the best of luck with your work, going forward!


Thank you. Yes i know but im using 3d with a sidescroller camera config to do my game with very cheap lighting and assets. :)
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Post » Sat Jul 05, 2014 9:51 am

Am I the only one that can´t see the download?^^
Image
Check out our start-up and configure your own helmet in true 3D.
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Post » Sat Jul 05, 2014 10:03 am

Sorry DL was removed.
Mail me or PM me...
dekock.lukas at gmail

will send u the link
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Post » Sat Jul 05, 2014 12:04 pm

Dang, you clearly put a lot of effort into your project. Sad to see you retire on it. :( Very neatly organised btw! My events and groups look like a wreck.

I'd be curious to see what was causing the problems for performance. If it's only the fact you have lots of sprites and animations, then hey, I feel your pain; I have a retired project and another project that I have paused on, both were RPG games with lots of different equipment and lots of frames, with the addition of having multiple players that could each have unique clothing equipped. This means you would have to load all the equipment frames into different sprites, which is bad because I'm pretty sure that all sprite images will be loaded into the RAM when you run the game (Sure, Layout by Layout loading exists, but that doesn't help this situation, because you'd need to load/unload different sprites on the go rather than always having every single sprite sitting in the RAM ready to be displayed).
If you were to use Project Files to store all the sprite images, then the problem would be that once you use"Load image from URL" to get the sprite, it will replace ALL instances of the sprite (this does make sense why it happens but it makes this a problem), so you cannot have multiple characters with equipment unless you done some crazy workaround like have 100 empty frames in a sprite and then pair the frame number with an equipment (Goodluck having animated equipment).
I've thought of a solution involving using the neat Paster plugin and Project Files, but I have currently shelved the RPG project so I haven't tried it out.
The reason I mention these "Project Files" ideas is because afaik they do not get loaded into the RAM unless they are called. (If I'm wrong and they do get loaded into the RAM, then I'm stuck)

But yeah, reading other things you've said, it's pretty clever that you prevented the need for a "helper" sprite and can just use the Dog sprite for the platformer behaviour and all, but I think that it would still have been a better choice to use a box helper sprite. You say it makes it complicated with the AI and that it works better handling multiple dogs if you are just using Dog sprites, but that kinda confuses me. If you did use helper sprites or just a dog sprite, in both scenarios, wouldn't you still be using "For each" meaning you'd not really have a problem handling multiple instances?
I don't know what you already know, so sorry if this all simple stuff: If you were to store the UID of the Helper Sprite in an Instance Variable within the Dog sprite, you could then do something like "For each Helper" and do all the AI on it and within that foreach loop, you could do an event like "Is Dog Instance Variable "HelperUID"=Helper.UID" then Position dog onto the helper. You could always do an "On Helper created" or "On Dog created" and then create the opposite and store the instance variable so it's a lot more simple to add a new dog into the game, then volia! Multiple individually behaving doggies :) Not meaning to plug my own work (it's a retired project anyway) but this video is of my old project. You can see there's multiple enemies with different skins and all behaving on their own at the same time. Some have attacks, some don't. They are all the same "helper" sprite, with different variables and properties and a different Sprite attached to them for different monsters. It can be done, and when you understand how it works, it's actually really satisfying making this sort of thing :P

Sorry for massive post of nonsense, I am aware you've given up and moving onto a different software. Send me a link to this project though, really curious to check it out! Goodluck in the world of UE4 :)
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Post » Sat Jul 05, 2014 12:05 pm

The game really seems to hit Webkit's limits. Either that, or Chromium has become a really lousy codebase. :roll:

Anyways. Replacing Node Webkit with a hand rolled solution based on Gecko and Azure, I was able to raise the average and low FPS considerably. Whereas the game (build from the .capx Ldk provided here before) would previously run at a mind numbing, stuttery 45-53 FPS (sometimes dropping below fourty/into the lower thirties), it now runs at a constant 55-60 FPS. And that's on a Macbook Air 2013. My Mac Pro runs circles around it. :lol:
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Post » Sat Jul 05, 2014 12:19 pm

Good luck with your endeavours :)
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Post » Sun Jul 06, 2014 3:07 pm

If you have questions with some of the variables and what they are used for... feel free to ask
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