Ashley's Forum Posts

  • Congrats! Our first third party plugin

    How did you find using the SDK? Any particular problems?

  • How many objects are you talking about here? The size of a level itself has nothing to do with how fast it runs, it's just essentially numbers that control scrolling - so it's entirely the object count and the processing the game does. To see if it is the LOS, try (backing up your game then) deleting the LOS related stuff and seeing if it runs much faster. If it doesn't, look elsewhere.

    Objects offscreen are not drawn - and that's about it. They'll still be processed by events, check collisions, etc. Pathfinding with the RTS movement can be a CPU hog too if used wrong, are you using that?

    Also, if you're using shaders, which ones are they? A lot of shaders can slow down performance, especially on lower end cards.

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  • Please keep to English on the forums, non-english posts can't be moderated!

  • Loading collision masks from files is not yet implemented. I'll try have done something about it by 1.0.

  • Ah. Should pay more attention to threads. Thought you were doing one of your image replies

    I shall have to check out the new alpha when I have a moment, the first was very cool...

  • How fast does your future time machine trillion core computer run it when uncapped, Soldjah?

  • Just a heads up deadeye, your post has a message about a file being private to the owner.

  • This is awesome. Someone has to make a game out of this! (David...? )

  • It might be possible to write a customisable blur shader already, but it can be made a lot faster with some changes to the rendering engine.

  • The Tiled Background works best with 2^N sized textures - it renders faster and seamlessly. DirectX 9 supports built-in tiling with power of two textures. Obviously you can't use this with non-power-of-two textures, so instead each tile is drawn individually, which is also a little bit slower.

    The problem with non-2^N sized textures is it is not possible for individual tile rendering to draw seamlessly (as far as I know) when it is drawn at a non-integer position on the screen. Due to floating point scrolling and positions in Construct, if you need to display 100x100 tiles from (0.5, 0.5), along the seams, pixels need to be drawn which are a halfway colour between the top/bottom pixels, or the left/right pixels on the image. This is only supported with power-of-two textures.

    To remedy this, the tiles are drawn overlapping by one pixel to ensure that obvious seams do not appear. This can create a very slight artefact which is sometimes visible if you look very carefully at a static display (it's generally small enough to be unnoticable with moving displays).

    For perfect tiling, you need to use power-of-two textures. Many commercial games only tile power-of-two textures for the same reason.

  • Beautiful artwork. I love the style!

  • No, our implementation of motion blur is fullscreen display only. It would be too complicated to implement it on individual layers considering the way it works (which is by forcing the runtime to advance a series of ticks and merging all the drawn screens). It would not be possible to implement on two individual layers, and even if it were, it would run half as fast!

  • It's on the todo list.

  • That's not a real motion blur, but customisable blurriness on the X and Y axis is definitely a good idea. I need to make some changes to the display engine to allow for this though - which will make it faster and customisable. It's on the todo list.

  • You can have fun playing with some Construct shaders in that

    Being a student, I don't have oodles of cash to throw at my PC - I bought an 8800GT which is awesome but I have to have the side of my case off or it overheats. It does the job, heh.