How many Events & Actions is too much?

Discussion and feedback on Construct 2

Post » Tue Feb 12, 2013 6:15 am

I'm beginning development of a new rpg, and I already have over 60 events for just simple movement and attack commands (and I'm not even done with them!). At the moment, it runs perfectly, but I'm worried once the game gets larger and larger with tons of variables, and events that have action lists the size of trees, that the web browser won't be able to handle so much information.

I'd really love to purchase a license of this, but before I do, I wanted to make sure that C2 was more than just a casual game maker for phones.

Thanks!
Steve
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Post » Tue Feb 12, 2013 7:02 am

Check this thread for some discussion about that topic. It's not really a problem, you should aim to make your events as easy to manage and understand as possible rather than doing them with as little characters /rows as possible. Most performance hit will come from a) visualization b) inefficient events. 60 events for movement does sound a bit steep, but I don't know how complex your movement system is :)

You can find more info on performance here.
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Post » Tue Feb 12, 2013 7:33 am

Thanks for the quick reply!

Good to know.

The reason there are so many events is because I have to do a lot of "if player is angled this way, do this" for all 8 angles for each action. It adds up rather quickly :)

Steve
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Post » Tue Feb 12, 2013 7:50 am

My game for computer has about 2500 events so far, my only problem has ever only been with graphical performance not with events (framerate goes in half for some computers when the game is scaled to fullscreen.)
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Post » Tue Feb 12, 2013 9:04 am

Hey Alspal,

Is that 2500 in one layer, or 2500 altogether?

Thanks!
Steve
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Post » Tue Feb 12, 2013 9:09 am

Most of it is in 1 event sheet.
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Post » Tue Feb 12, 2013 9:33 am

Awesome, thanks so much.
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Post » Tue Feb 12, 2013 11:29 am

[QUOTE=ome6a1717] Thanks for the quick reply!

The reason there are so many events is because I have to do a lot of "if player is angled this way, do this" for all 8 angles for each action. It adds up rather quickly :)

Steve[/QUOTE]

You are probably programming inefficiently in this case. As a general rule, anywhere code is almost the same repeating many times you are not doing it the best possible way. I suppose you are setting animations? In that case, you should write a formula to convert the player's angle of motion to an animation frame.
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Post » Tue Feb 12, 2013 7:26 pm

That's exactly what I'm doing, and also exactly what I was afraid of. Is there a tutorial or anything that gives an example of this? All the tutorials are either mirror based or don't care about rotating the object.
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Post » Tue Feb 12, 2013 7:36 pm

It's only too many if you can't manage them anymore. The player in one of my games has ~550 events and that's after refactoring :)
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