How do you handle lots of enemies spawning during a large battle?

Not favoritedFavorited Favorited 0 favourites
  • 2 posts
From the Asset Store
Strengthen your battle experiences with these 4 frantic, epic and intense battle music tracks!
  • I'm working on a small 2D strategy game in Construct where the player can have quite a few units on screen at the same time. Everything works smoothly when there are only a few enemies, but performance starts to drop when a larger wave spawns.

    At the moment I'm creating and destroying enemy instances as they enter and leave the battlefield. I'm wondering whether using object pooling would be a better approach in Construct, or whether there are other optimizations I should try first.

    For anyone who has made games with large numbers of units or enemies, what techniques have worked best for keeping the frame rate stable?

    I'd especially appreciate practical advice on things I can check with the debugger before changing the whole way the game handles instances.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I’m working on a small 2D strategy game in Construct where the player can have quite a few units on screen at the same time. Everything works smoothly when there are only a few enemies, but performance starts to drop when a larger wave spawns.

    At the moment I’m creating and destroying enemy instances as they enter and leave the battlefield. I’m wondering whether using object pooling would be a better approach in Construct, or whether there are other optimizations I should try first.

    I’ve also been looking at games such as Stick War: Legacy, since it can have a lot of units fighting on screen at once. I recently came across Stick War Legacy Mod APK discussions on stickwarmods, which got me interested in how games like this handle large numbers of active units without causing noticeable stuttering.

    For anyone who has made games with large numbers of units or enemies, what techniques have worked best for keeping the frame rate stable?

    I’d especially appreciate practical advice on what I should check in the Construct debugger before changing the whole way the game handles instances.

Jump to:
Active Users
There are 0 visitors browsing this topic (0 users and 0 guests)