How do I fix this problem?

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Post » Tue Jul 22, 2014 12:24 pm

I'm not sure I understand what you mean by "use sprites as tiles"
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Post » Tue Jul 22, 2014 12:25 pm

It's not just the image size you must work-on, the way you create your events can have dramatic impact on performances.
Try to avoid "every tick" conditions as mush as possible.
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Post » Tue Jul 22, 2014 12:50 pm

I solved the Window Size problem now, I was an idiot and had accidently changed the Letter Box setting.
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Post » Tue Jul 22, 2014 1:12 pm

Drastic performance increase on your capx..

delete all animations going left (they are the same as going right, just mirrored) and set your sprite to mirrored if facing left..
(Is 26 frames for walking really necessary?)
Crop all sprites in the image editor - the origin point will stay where it was..
The faded trees in the background will look just as good if the sprite size is much smaller and the sprite is scaled, if that's not what you want create a tiledbackground with one tree and stretch it..
Almost all events on the hero-controlpage are done every tick, by creating subevents with conditions the amount of code Construct2 has to read can be drastically reduced..

But your biggest problem are your sprites, too big, too many and all have collision activated..

Although I'm trying to optimize, it takes a lot of time..
Last edited by LittleStain on Tue Jul 22, 2014 1:12 pm, edited 1 time in total.
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Tue Jul 22, 2014 1:12 pm

Telyko wrote:I'm not sure I understand what you mean by "use sprites as tiles"


Basically I use sprites as platforms to build the level.

Also, one last question, is there any way to make the game look better when exporting it, cuz it gets rough around the lines, if you look at the image below you see what I mean: http://tommystudier.webs.com/badlines.PNG

Thanks to everyone thats been helping me so far!
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Post » Tue Jul 22, 2014 1:26 pm

LittleStain wrote:Drastic performance increase on your capx..

delete all animations going left (they are the same as going right, just mirrored) and set your sprite to mirrored if facing left..
(Is 26 frames for walking really necessary?)
Crop all sprites in the image editor - the origin point will stay where it was..
The faded trees in the background will look just as good if the sprite size is much smaller and the sprite is scaled, if that's not what you want create a tiledbackground with one tree and stretch it..
Almost all events on the hero-controlpage are done every tick, by creating subevents with conditions the amount of code Construct2 has to read can be drastically reduced..

But your biggest problem are your sprites, too big, too many and all have collision activated..

Although I'm trying to optimize, it takes a lot of time..


the thing is the game is getting made for the Wii U so I have to make the sprites quite big since the game is going to run at 1080p.
But if I turn of collision on all of them it should improve it a lot right?

Thank you for taking the time to help me.

Also The images look a bit rough around the edges when playing the game, is there anything I can do about that?

Best Regards Wonamik
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Post » Tue Jul 22, 2014 1:54 pm

To get rid of the rough edges turn off pixel rounding and set sampling to linear in project properties..

You are going to have to make a choice though..
A beautiful pixel-perfect game or a game that is actually playable..
Nobody is going to notice a bit of stretching of sprites in the background and it could save a lot of memory..
Turning of collision does help a great deal..
Using the tilemap works too, although you should decide later if the effect is nice-looking enough, else you could always create the sprites again at the tilemap positions.. (Creating the layout using tilemap is much quicker)
Be sure to use tiledbackground and/or 9patch as much as possible, for it reduces image memory a lot too..
If the game runs smoothly on a desktop, it will run smoothly on WiiU, so that's a good indicator..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Tue Jul 22, 2014 2:10 pm

Great. thank you so much man, god bless!

It runs smooth now on the desktop without pixel rounding and sampling on linear, and I havent even turned off the collision on all tiles yet :D
Really appriciate the help!


Best Regards Wonamik
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Post » Tue Jul 22, 2014 2:31 pm

Turning of collision on the sprites that don't need it solves the issue for now..
I would however think about cropping your sprites to get rid of unneeded transparent pixels and look into the tiledbackground object for repetitive images..
For the grass I would use 9patch, it saves a lot of work placing your tiles, as does using the tilemap for creation-purposes only..
I told my dentist I had trouble with my teeth and asked her to fix it without looking in my mouth..
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Post » Tue Jul 22, 2014 5:02 pm

LittleStain wrote:To get rid of the rough edges turn off pixel rounding and set sampling to linear in project properties..

You are going to have to make a choice though..
A beautiful pixel-perfect game or a game that is actually playable..
Nobody is going to notice a bit of stretching of sprites in the background and it could save a lot of memory..
Turning of collision does help a great deal..
Using the tilemap works too, although you should decide later if the effect is nice-looking enough, else you could always create the sprites again at the tilemap positions.. (Creating the layout using tilemap is much quicker)
Be sure to use tiledbackground and/or 9patch as much as possible, for it reduces image memory a lot too..
If the game runs smoothly on a desktop, it will run smoothly on WiiU, so that's a good indicator..


turning off collisions of unused object (sprite) DONT HELP or Change anythings
because collisions are checked if you use collisions action in even sheet ....

however , i would like to understand about creating layout using tilemap ????
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