Bleenx's Forum Posts

    > Maybe you were just too lazy to read my earlier reply to this topic. I said something about C3 having 3D is like a new challenge & I kind of worried about the big change...

    >

    C3 will never have nor ever support 3D at all. If you want to do 3D in C2 or C3, render 3D models of your sprites, and import them that way. Fake it like Ori and the Blind Forest or Donkey Kong Country on the SNES.

    C3 will not have 3D support.

    What I do hope is it has a dark theme throughout the entire program. Or an option, at least.

  • "*Put together a nicely composed e-mail along with press kit containing screenshots, video and link to game.

    *Send to magazines, local newspaper, gaming sites, reviwers, editors, youtubers, twitchers etc.

    *Be active on social media, engage people.

    *Hand out flyers with promo code outside your local supermarket if you have to."

    These things cost nothing to do, except sending it to a newspaper, but you can skip that. I would guess game development is not a path you should consider if you have such a "what does it matter" attitude.

  • When Shoot is finished, set it to Idle.

    Duh my noob just showed a little more Thanks for your help with that!

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  • "On finished" is the best way.

    I noticed that when I go into the shoot animation, he doesn't go back into the idle. I'm not sure how to set the idle animation again or loop it back to that animation. Me thinks I'm going about this all wrong.

  • I achieved the effect by doing an "on finished" event and it worked pretty great. I was wondering if there were better ways of doing it or if this way worked just fine?

  • I've never done this before and figure I either need to set up a loop or an animation state machine but I'm getting kinda lost here.

    I have one animation where the character is idle. I have another animation where the character is idle but also blinks. I want to loop through it so that the character blinks every other loop, do you see? That way it's not just being idle and it's not just sitting there blinking over and over.

    Can anyone point me in the right direction to achieve this effect? Thanks a bunch!

  • I fixed it! It was the f.lux app running in the background causing the stutter. I never noticed the stutter before because I didn't install f.lux until recently. That's why this jank appeared out of nowhere! Thanks for all the help guys.

  • I can only send you to a direction, not solve your problem.

    Look at this video ...

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    Click on the program settings tab, find chrome, and make it use optimal settings.

    Try chrome with and without hardware accelleration. (chrome settings)

    Check the energy saving modus of you computer, set it to performance.

    I wish I could say that all helped but it's the same stutter every couple seconds no matter which preview display I use and no matter if it's fullscreen or windowed. Maybe I should reset my computer. I just don't remember this stuff happening before.. but maybe it did and I didn't think about it.

  • The debug mode will eat performance. It's not exactly representative of the final performance.

    I tested it without debug, runs perfectly jank free (latest chromium, nvidia graphics).

    Have you tested it with the debug mode? And if so: What are your PC-specs?

    I get jank in regular play mode and debug mode. My com has 12gb of RAM, an i7 processor, and Nvidia GPU. No browsers running in the background.. in fact, just regular start-up stuff running while using c2. I have the latest nvidia graphics driver, plus the newest nw.js, but that doesn't seem to matter since it happens in Firefox and Chrome too. There has to be a reason. No one sees the character kinda stutter every couple seconds while going across the platform? I feel like I'm taking crazy pills

  • I'm getting between 52 and 58 fps at around 17 ms/frame, sometimes dipping to 40fps when moving the character left and right. Using NW.JS and Firefox in debug to test.

  • Are the built-in examples also causing this janking?

    Can you provide a simple .capx that janks for you so we can test it?

    The platformer template didn't seem to jank at first I guess.. it's hard to tell. It kinda does when you first move it. I put a sprite in place of the default square sprite in the template and it janks every two seconds or something like that. I uploaded it for you to see. If it doesn't jank or stutter or whatever you call it every couple seconds when moving left and right, then it's on my end.

    https://drive.google.com/file/d/0BxVOSl ... sp=sharing

  • I've tried in a browser and it's the same thing. It did the jank in old nw.js too right before I updated it. Also, it's a sprite png of a 3d model I rendered, so it's not pixel. I may have to reformat this computer or something because I don't remember seeing this odd stutter when I first installed c2 months ago.

  • Thanks for the reply but I'm using nw.js, the newest version and updated browsers. It didn't seem to happen before when creating things until now. It does it no matter what I create. I'm losing ma miiinnd!!

  • Hey out there. Look, I'm having janking problems with my sprite when trying to move it left and right. Sounds like a personal problem, I know. But here me out.

    I stopped trying with my main game scene and thought I'd test it out with a simple scene. So here's what I do:

    I create a new default scene, the first one in the list. I'm using the newest beta, r230 64-bit.

    I create a tiled background. Apply a solid behavior, and make it be the ground.

    I create a sprite 75x100. Apply a platform behavior, and leave everything as default.

    I run the game and move my sprite forward.

    Now, every couple seconds, the sprite janks, like it's lagging or something. Then it runs smoothly, then janks again. Does anyone have any idea why it would do this? Perhaps a driver issue? My com has 12gb of RAM, and i7 processor, and Nvidia GPU.. I wouldn't think it's that. I'm getting like 60fps when moving the sprite, yet I have this jank.

    What gives? Am I doing it wrong here? Thanks ahead of time for anyone who may have an answer!

    > If you ever get Godot to export a project without janking (even with ONE sprite, even in fixed update) hit me up

    >

    I suppose you mean the stutter? I've noticed that too after messing with it. I wonder why it does that even in fixed update? OH well, I won't diverge from the OP topic. Thanks for the info