00Rez's Forum Posts

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    Construct 2 Check failure

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    Check failure! This is probably a bug:

    Could not find behavior's combo property index

    Condition: index >= 0

    File: Projects\BehaviorInstance.cpp

    Line: 341

    Function: class cr::pod<class std::vector<struct era::InstanceProperty,class std::allocator<struct era::InstanceProperty> > > __cdecl BehaviorInstanceERACallback::GetProperties(void) const

    Build: release 59 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 0)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

    This happened after I changed the physics property of one instance to immovable then selected the object in the project window and attempted to update all objects to immovable.

  • Been eyeing your examples, and getting more and more excited. Thanks for releasing this into the wild! :D

    Thanks! If you see any problems or have any ideas for further actions/conditions/expressions let me know!

  • good progress sir.

    rogue likes everywhere await your completion...lol.

    r1 released! stuck it in its own thread

  • A new version of my grid based sight. Now intergrates a-star pathfinding (broken). (Updated 21 March 2012.)

    Edit (21/04/2012): Please note that Astar in this is broken so go to here for my Github repo with a much faster version. I'm currently updating the Grid based sight so expect a new version in the repo linked above.

    Rogue (r2.1)

    <font size="2">EXAMPLE HERE!</font>

    (21/03/2012) Updated. Now the action which creates the cells has an opacity range between 0 and 1. Default is 1. This controls how much opacity is used e.g. setting as 1 is 0-100 opacity drop off. Setting as 0.3 would be 0-30 opacity drop off. Experiment and hopefully it will make sense. The behavior uses inverse square to calculate the opacity using this action to create cells. For more control or to use your own equation use the crossed out code. No more black/white tiles either.

    There's an example project in the zip file.

    Edit2 (Quite old now): Here is the original thread I started with some examples.

  • Fixed the assertions.. I forgot they were there. The assertions didn't show up for me when I was testing them, weird. Downloads updated.

    >

    > When exported the functions don't work. <img src="smileys/smiley19.gif" border="0" align="middle">

    Are you using them correctly? They worked perfectly for me when I tested them <img src="smileys/smiley5.gif" border="0" align="middle">

    The function plugin doesn't work as is when exported however I had a look at your runtime and changed each of ACEs functions from e.g. acts["FunctionName"] to acts.FunctionName for all ACEs and now the function plugin works when exported. <img src="smileys/smiley5.gif" border="0" align="middle">

    Here's an amended version of Zack's function plugin if anyone needs it!

  • Ok people here is a quick demonstration of the events in this plugin:

    <img src="http://dl.dropbox.com/u/19078872/event.png" border="0">

    This makes this.

    Please note for optimisation this only shows the hidden cells within the radius. An action to iterate through ALL cells will be included in the release.

    Please let me know a) what you think and b) if its easy to understand!

    Thanks for your time,

    Rez.

  • > I just can't increase the rendering speed if I take out effects it's faster and I stop creating shadow blocks its even faster (60fps+) so the plugin works fine just the rendering... <img src="smileys/smiley19.gif" border="0" align="middle" /> Currently cleaning the plugin up and making an example project then I'll upload so people can test. Will also upload my Line plugin some people might find that useful. It will stay as a plugin for now eventually it will be a behavior so you can have more than one field of view. Hopefully as time goes on myself and possibly other people will have better ideas for optimisation! If you didn't have to render shadows and just used it to test for sight purposes (so none of the pretty stuff) it would run at 60fps easily! So it achieves its purpose I guess.

    Well don't beat yourself up too much anyway.

    On the one hand, I'm still using FF on win XP (on purpose to see "how the app looks at its worst"). I mean, it is known for like having the worst performance of all major browsers for now. Scrolling isn't fluid, the more plugins (and effects) you have on screen, the laggier it gets.

    To me it's ok.

    Also, even if FPS aren't 60, during the test it took up to around rad8 before the character really starts to be laggy and not feel smooth in its moving.

    So even at 40FPS, the board and shadows displays pretty fine.

    For optimisation, let's wait for all the browsers to finaly display about the same performances (FF should do it in about 3 monthes according to their plan).

    So for now, optimisation isn't really an issue. For now just focus on the release and the examples/documentation and you'll have yourself a nice useful plugin sir.

    And one more nice and helpful member to the community.

    As I said previously, keep up the good work <img src="smileys/smiley2.gif" border="0" align="middle" />

    Thanks for the positive words Kyatric!

  • Hey 00Rez,

    I like your work so far. Just keep on going, I think it is the right way.

    For the rendering "issue": You might want to try deleting every object that is not lit.

    I made the tests and I think there is something wrong either in the fps calculation or the code itself. But first the results:

    pretty example: 8-9

    rad 1: 56-60 (22-25)

    rad 3: 56-61

    rad 5: 58-62

    rad 7: 60-64

    rad 8: 47-51

    rad 9: 36-40

    rad 10: 29-31

    rad 11: 24-27

    rad 12: 21-22

    Now the thing is, to me it makes no sense that the framerate decreases if I decrease the radius from the starting 7 down to 1. But more obviously there is another issue. If I decrease the radius from the starting point down to 1 the resulting framerate is 56-60. But if I get to radius 1 by increasing from the starting point all the way up to radius 12 and still increasing, where it automatically switches back to 1, then the resulting framerate is 22-25. So there is something wrong, although I don't know what :)

    This is a very good project. It shows the hesitating people, like me, how far you can already go with C2. I will use this project (if you will post further updates, that is) to see the progress of C2 and my browser's speed :)

    Thanks tulamide I'm prettifying the plugin and I'll redo that speed test again and see if I can fix the errors. There's a chance I might have missed some when I release this so everyone will have to keep an eye out <img src="smileys/smiley2.gif" border="0" align="middle" />. Not long now!

  • Not sure how to show the first problem but the texture problem you can recreate. Create two objects with different textures and delete one from the project window now rename the other sprite the same as the one you deleted. Preview it and the renamed object has the same texture as the deleted. Preview it again and everything is ok. Wonder if this might be related to the first problem. It's got something to do with deleting objects anyway.

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  • C2 r58; Windows XP SP3; FireFox 6.0.2; ATI Radeon HD 4870;

    Dual-core E5200 2.5 GhZ; 3,5 Go RAM

    Pretty example : 7 FPS

    Rad1-3 = 64 FPS

    Rad4 = 60 (sometime, herratic, not often) - 64 FPS

    Rad5 = 55 to 64 (more often)

    Rad6 = ~55 FPS

    Rad7 = ~41 FPS

    Rad8 = 31 to 35 FPS

    Rad9 = 26 to 29 FPS

    Rad10 = 21 to 23 FPS

    Rad11 = 18 to 20 FPS

    Rad12 = 13 to 17 FPS

    Nice work so far, keep it up you're doing good !

    Thanks Kyatric!

    I just can't increase the rendering speed if I take out effects it's faster and I stop creating shadow blocks its even faster (60fps+) so the plugin works fine just the rendering... <img src="smileys/smiley19.gif" border="0" align="middle" /> Currently cleaning the plugin up and making an example project then I'll upload so people can test. Will also upload my Line plugin some people might find that useful. It will stay as a plugin for now eventually it will be a behavior so you can have more than one field of view. Hopefully as time goes on myself and possibly other people will have better ideas for optimisation! If you didn't have to render shadows and just used it to test for sight purposes (so none of the pretty stuff) it would run at 60fps easily! So it achieves its purpose I guess.

  • I had that JSON error as reported as well completely knackerd my game as I saved it! <img src="smileys/smiley13.gif" border="0" align="middle" /> That involved deleting an object from the project window then renaming another object as the same name as the object deleted.

  • There seems to be an obscure problem when renaming objects. If you rename the object the same as another object which you deleted from the project it would cause problems. At one point my "light" just appeared as a white square rather than a centred gradient and wouldn't fix til I renamed the objects back to their original names.

    Seperate to the above problem is that I changed a texture and it didn't update til the second time I previewed the game.

    Sorry for being vague, I will try and upload an example for the first problem!

  • rad 7 = 34-38 fps

    it won't let me change the radius on my laptop

    and the 'pretty' test runs at 40-44 fps.

    It's num plus and minus so make sure you have numlock on if ya can!

  • FF 6.02

    Rad 1-7 = 60 FPS (random spikes up to 70/80 for some reason)

    Rad 8   = 55 FPS

    Rad 9   = 44 FPS

    Rad 10 = 34 FPS

    Rad 11 = 28 FPS

    Rad 12 = 24 FPS

    Here is an alternative way of showing shadows and light hope this works faster. Still a few more ways to optimise I hope...

  • Also when setting an objects position to an object and I put a number for the image point or a name it e.g. "Hand" or whatever it always puts the object at the centre/hotspot. Whereas if I use the .ImagePointX and .ImagePointY to set the position it works.

    If this has already been mentioned then sorry! <img src="smileys/smiley17.gif" border="0" align="middle" />