What are the Current limitations?

Discussion and feedback on Construct 2

Post » Wed Aug 07, 2013 6:17 am

I am looking to upgrade my games from CC into C2 because CC doesn't seem to be able to handle the art that I'm creating anymore. So I would like to know before I take the plunge just how much can C2 take before it reaches its limit? (for both lagging and not executing at all) As a reference, the art was made with a 1920 x 1080 display in mind, so basically HD. Also any advise as to how to optimize the art for C2 would be very welcome.

Thank you in advance.
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Post » Wed Aug 07, 2013 6:35 am

This can maybe help you getting started:

https://www.scirra.com/blog/112/remember-not-to-waste-your-memoryAphrodite2013-08-07 06:48:43
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Wed Aug 07, 2013 6:49 am

Yeah. I agree with Aphrodite. It's not about the quality of the images, but how much you cut them into chunks and not overloading the system ram.

If you abide by those guides. CC and C2 shuold be fine. If you break those guides. There isn't a game engine in the world that will cope. it's all about the tricks :)

So if you want some suggestions. How about showing some of the image assets your using. Specifically the bigger and biggest ones. An average object count, how many objects on screen and how much many objects are trying to collide with each other.
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Post » Wed Aug 07, 2013 12:31 pm

I designed Mortar Melon with assets for 1080p. I wrote a lengthy explanation here: The "right" way of doing backgrounds in C2?.

I'll be writing this up as a tutorial soon too.
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Post » Wed Aug 07, 2013 7:29 pm

@thehen , That's an awesome explanation! Thanks for the enlightment :)
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Post » Wed Aug 07, 2013 7:45 pm

@thehen Seconded, it has great tutorial written all over it.
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Post » Mon Aug 19, 2013 7:03 am

Thanks. I've been trying to figure out a way to break apart my current art after readying you post.
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