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Project: FableQuest: Origin of the Phoenix Knight
Project Started: 30th July, 2009 Last Update: 25th September, 2011
Project Owner: Strife Project Members:
Project Type: Action Adventure RPG Project Progress:

Lag Test, and the Resulting Dilemma
Posted 24th Sep 11, by Strife  
I've recreated the monster AI in Construct and run a side-by-side comparison between both the MMF2 HWA version and the Construct version.

For the test, I deleted all events except for the ones that handle monster behavior (i.e. attaching monsters to their collision masks, wandering around, etc), and I continuously spawned new monsters until the frame rate dropped from 60 to 30. In order to handle the relationship between monsters and their collision masks, I used an optimization trick in MMF2 discovered by a member of the Sonic Fangames HQ, which you can read about here:
http://sonicfangameshq.com/forum/showthread.php?t=7187
To date, it's the fastest method of MMF2 object handling I've encountered. In Construct, I used the built-in Pairer object to group monsters with masks.

Despite the optimized object handling trick in MMF2, I only managed to spawn 95 monsters until the frame rate fell to 30. In Construct, it didn't drop to 30 until 376 monsters had spawned. When both programs reached 30 FPS, MMF2's display was much choppier than Construct's, which I believe has something to do with Construct using DirectX 9 as its runtime.

So, as I predicted, Construct has much better object handling than MMF2. In spite of this, I still have a few concerns. Microsoft is apparently working on its next operating system, Windows 8, and there's no telling if games built with Construct Classic will be compatible with this new system. Conversely, MMF2 can export to a number of different formats, and it's updated more actively, so there's a chance that Clickteam could find a better method of object handling by the time the game is finished.

So, I'll have to decide if I should switch to Construct and hope their community continues to develop stable versions for future operating systems, or stick with MMF2 and hope that better ways of object handling are made in the future. I'll probably starting asking around to see if there's an extension I can use that'll help out.

Posted by nim 24th September, 2011

Thanks a lot for that link. I'll have to try that method in future! I'd say it's even worth mentioning on the front page.

edit: shame the file can't be downloaded unless you have the required privileges, whatever they might be.
Comment edited by nim on 9/24/2011
 
Posted by Jon Lambert 24th September, 2011

I think you have to be a member of their forums to download it. Have you tried using hardware acceleration and/or DirectX 9 in MMF2?
 
Posted by Strife 24th September, 2011

Ah, yeah, you have to register on their forums to download it. That's no problem, though - I can upload it to my own server.

Jon - Aye, I have both enabled for the game. It's even worse without them. >:
Comment edited by Strife on 9/24/2011
 
Posted by Shiru 24th September, 2011

Good news so ! Well I hope too that Scirra will still make Construct Classic build... because I'm still using Construct Classic for making my game (Final Legacy)...


 
Posted by Fanotherpg 24th September, 2011

And have you tried Construct 2?
 
Posted by Strife 24th September, 2011

It would seem that Construct 2 isn't backwards compatible with Construct Classic, so I would have to remake my events again before I can test it out.
 
Posted by Xhunterko 25th September, 2011

You need 375 enemies on the map? 0.0
 
Posted by Strife 25th September, 2011

It would be nice if I can simulate war sequences at some point, yes.
 
Posted by Xhunterko 26th September, 2011

Wow.
 


 



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