Colludium's Forum Posts

  • Welcome to the community!

    Most important point to note is that Ashley is a guy...

    Q1. There's a link at the bottom of the page that links to a free bundle of assets that you can use with your game making practices. I think that might be what you're looking for. The thing about practicing making games, unless you are going to hire someone to make your assets for you, it's worth starting to learn how to make graphics now. Either you'll become an ace, or you might want to keep your limits in consideration when you get into more design detail - you might want to get a friend in to help...

    Regarding your question 2... The tutorials and the manual are both great resources. The tutorials cover lots of topics and, although it might seem daunting at first, it's worth reading through some of the more popular basic tutorials to gauge your level of understanding and ability. Then I would suggest you try and make a really simple game. Think of the most simple game you can, then think of a simpler version of that - and then try and make it - and I mean really finish it. Although C2 allows you freedom from having to code, you will still have to develop lots of game logic and the only way to become proficient is to practice, get stuck (read manual / tutorial), make progress, get stuck (read manual / tutorial) and so on.

    Good luck and enjoy!

  • If you're fading out and then destroying the flame effect sprites, try recycling them instead.

  • Thanks Tylermon! Fingers crossed...

  • Here are the bug reports I've submitted. Fingers crossed that they create the desired effect...

    https://code.google.com/p/chromium/issu ... 1415074675

    https://bugzilla.mozilla.org/show_bug.cgi?id=1093454

  • eli0s, your system sounds quite powerful. I wander if the over-clocking could have caused this behavior - a bit of a long shot of a guess... Is there any way you can undo the over-clocking?

    Thanks for the review - I hope my embryonic game meets the same reception!!

    TiAm, good point above, I've adjusted the demo so it's obvious what you should do. I've also reduced the size of the freq scan window to +/-20% of the ideal - it'll miss some of the more extreme values of dt but will draw a better curve.

    I'm going to do a bit more testing and then report this to Mozilla and Google (Canary, which is much better than the current release of Chrome, still shows some sort of harmonic frequency distribution away from the ideal). If the dt is longer than the ideal it is possible that the next is forced to be shorter to compensate and hit the vsync timing, but my test doesn't resolve that level of detail from the results. I'm not convinced, though, as the data graphs appear to be classic harmonic frequency distributions.

  • Problem Description

    Occasionally I receive the following jQuery error notice when running my game. I am not able to post a capx (my game is quite advanced and I do use some 3rd party plugins). Thus I offer my apologies if this does not contain enough detail for you - I post it because the error appears to be associated with a plugin that I am not using.

    Attach a Capx

    No capx.

    Description of Capx

    [attachment=1:e6hix1a3][/attachment:e6hix1a3]

    From the console:

    [attachment=0:e6hix1a3][/attachment:e6hix1a3]

    My project is intended for desktop only - I have not installed the cocoonjs plugin in C2 (it is not on the C drive and is not an option in the new object window), so I see no reason for this error to occur during preview of my project.

    Steps to Reproduce Bug

    • N/A

    Observed Result

    As per the images. The game does not run and I have to try preview again, sometimes I have to shut C2 down to get it to work again.

    Expected Result

    No error to do with cocoonjs (if this is anything to do with the cocoonjs plugin)...

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (not tested)
    • Internet Explorer: (not tested)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r184 (64)

  • And just for interest, here's Android Chrome run on my Nexus 5.... Not bad, really...

    I'll give the new Canary a go when I get home.

  • eli0s

    I have no idea why your browser should be reporting dt to that sort of accurate round number. Ashley, would you be able to shed some light on why this is happening..?? I don't even know if it's a problem, although I suspect that any events that use dt might be off by a small amount if the reported dt is inaccurate for some reason.

    TiAm,

    Good idea on the adjustments to the 2nd test. I've changed how it works so that now there is only one data window and the user can input the length of the test.

    Here's the LINK for convenience.

    Please can I ask everyone to reduce the sizes of their screen captures - it's hurting my brain....

  • Two conditions/triggers in on line:

    -> On any touch end

    is touching (object)

    ^ should do it (providing you're not using multi-touch).

  • Woah...!! eli0s, that's beyond my comprehension. Some of your browsers are hitting whole-ms-number dt values every time... Even the Canary values are unexpected and nothing like the other images posted here... I have now reached the limit of my understanding of browsers!!

  • eli0s, those Firefox + Chrome results of yours look a bit odd for sure. It's as if the dt that was being reported in those tests was given as whole ms values (14 ms, 15 ms etc) with no scatter of fractional dt values near to those whole millisecond numbers. I would expect more of a scatter of the results like in your IE graph.

    Could you post a screen shot of my first dt test (from a couple of pages back in this thread) as that test shows a side-scrolling waterfall display of each dt value? From the graphs above the other test should show pure straight lines of constant value dt readings (which I doubt).... If it does show straight lines then it supports the second test results – and that there's something unusual going on with your browsers' dt values. If it doesn't corroborate then there's something odd with the events in my 2nd demo (!)....

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  • eli0s, for some reason your images haven't posted (for me, at least)... If you're still having trouble with Canary, it might be worth shutting down all non-essential pc processes (anything that isn't your browser) to see if there's something else causing the momentary pauses. I found as well that having only one tab open made a big difference in normal Chrome, as well.

  • TiAm, I did - I posted the results probably just before you did yours. I came to the same conclusion - problem fixed...

    Here's my firefox result - slightly worse than yours!

  • Just to add to the above - I downloaded Chrome Canary. It gave a much improved performance and could be considered better than IE....

    [attachment=0:2bo52sge][/attachment:2bo52sge]

  • sqiddster and all,

    I put together a more robust dt test. This gathers data on dt values over a 40 sec period - one sprite is created every tick (to fade out after 1 sec) and the background scrolls slowly. The results are drawn in a graph so you can compare the rates that different dt values occur against the ideal vsync dt for your monitor. You can also change the fps for different screens. I'm still tinkering with it in C2 and will post a capx shortly....

    You can use This Link to give it a try.

    As you can see in the image below, Chrome does not achieve a true vsync compliant dt, but rather its dt changes and seems to bracket the required 16.67 ms for 60 fps (the blue line is drawn at the ideal position for the entered fps); it appears that Chrome dt seems to target whole millisecond values for dt - at least on my computer. The x axis shows the different values of dt that occurred and the y axis shows number of times a particular dt value occurred during the data gathering.

    [attachment=2:5w6bsovz][/attachment:5w6bsovz]

    Contrast this with my result from IE:

    [attachment=1:5w6bsovz][/attachment:5w6bsovz]

    As you can clearly see, IE is much better behaved with regard to achieving vsync compliant dt values.

    You can also select a gpu throttle option, which creates lots of fading sprites to try and achieve 45 fps. Here are my results below (quite messy, and I'm not sure if there's any good data here...):

    [attachment=0:5w6bsovz][/attachment:5w6bsovz]