Colludium's Forum Posts

  • eli0s, thanks! And I agree, I think that the more complicated the game (graphics and events) then the more pronounced the effect becomes. It makes me feel like I'm developing for mobile when, in fact, I'm targeting whopping big hardware that can easily cope with the likes of GTA!

  • Ruskul, - I'm developing for desktop - browser and Node. This jittering is usually very slight and manifests as a momentary hesitation, but to my eyes it stands out very pronounced indeed.

    I've just posted a demo capx in the other thread here.

  • Here's a quick example I put together to hopefully demonstrate the effect I'm talking about. It contains a couple of deliberate inefficiencies (creating unnecessary objects and then destroying them), but they serve to create the effect I'm trying to demonstrate. I would have thought that a tiny project like this (2.8 mb image memory) would not cause any problems on my mighty laptop...

    Are my expectations of html5 just way off?

    Edit - it's a simple platformer with stuff happening... Standard controls.

  • eli0s, you're right - I can still detect the jittering after 10-15 secs, it's just far less pronounced after that time. Incidentally, if I try and do any periodic work using sprites (like ray-casting with collision checks every 0.5 sec) then that seriously impacts on smoothness. I'll try and put a small demo together to show you what I mean. But, bottom line, the jittering is always present to some degree and it really spoils what would otherwise be an awesome engine.

  • Aphrodite, GC is where my suspicions lie as well.

  • Good questions skelooth, and no - I have no webgl shader effects on my layout, platform behaviour, 4 parallaxing layers, 220 objects and 30 collision checks per tick. The interesting thing is that the engine seems to settle down after a short while, and that it seems to get 'upset' by changes to the layout content....

    I just tried Ashley's performance test in Chrome... webgl off = 6000 objects at 30 fps, webgl on = 4000 objects at 30 fps. I have no idea why webgl would be less efficient than canvas... I got similar but slightly worse performance in Firefox.

    here's the link to the blog with the perf tests

  • It's working for me on Firefox 33, webgl on or off.... Seems a bit laggy / stuttering, though, and Chrome is much smoother.

  • On my old wheezing laptop, webgl off produced smoother scrolling than when it was on...

    So I just did a rather unscientific webgl on/off test on the layout I'm working on - and webgl off is smoother by a country mile (Intel HD4600 and i7 with more RAM than I will ever need). That's not right, is it?

    Edit to add that after 10-15 secs the webgl on scrolling becomes smooth, it's only a visible issue at the start of the layout.

  • I agree 100% with I've noticed this jerky movement, especially at the start of a layout, and it's a real quality spoiler. There are plenty of html5 games that don't suffer from stuttering and I would expect C2 should be able to produce the goods with respect to quality rendering, especially for simple layouts like the example posted above.

  • Problem Description

    The title pretty much sums this one up. If you have a global layer and you then duplicate another layout that contains an overridden layer, the master global layer settings reset to default.

    Attach a Capx

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

    Description of Capx

    The capx contains 2 layouts. Layout 1 contains a global layer named "Global_Layer" (with parallax set to 0,0) and Layout 2 contains an overridden layer with the same name.

    Steps to Reproduce Bug

    • Duplicate Layout 2
    • Observe the global layer parallax settings in Layout 1

    Observed Result

    The master global layer parallax resets to 100,100.

    Expected Result

    The master global layer parallax should remain at 0,0.

    Affected Browsers

    • Browser N/A

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r184 (64 bit)

    **Edit to add: This is a problem for other global layer settings as well - the same reset-to-default also happens to the layer opacity, force own texture, transparent etc

  • Hi Tom, I did as you suggested and I am still required to sign in at seemingly random intervals. For example, I was browsing the forum 10 minutes ago just thinking that the problem was fixed but I popped back again and had to log in once more. Time since last log in about 2 hours, Chrome on Android. Thanks for following this.

  • Ha, I just got logged out between looking at this thread and the Bugs thread.

    Tom - there's something not quite right going on here... I'm being logged out every X minutes, it seems...

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  • It works as expected for me too - can't reproduce. W8.1 x64. Sorry....!!

  • , I have to log in on my laptop every couple of hours. There is no reason to it - it's frustrating, for sure. alvarop, I am not always logging in somewhere else when I am required to log back in - this website is more secure than my bank!!

  • I'm not sure if this will help anyone, but here is my experience...

    I occasionally get stuttering effects (momentary slow downs) during otherwise butter smooth platform movement. These rarely manifest as a readable drop in fps, but you can clearly see that the game is not running smoothly and the look is unprofessional. I've isolated one cause to creating more than one object and manipulating it (like ray casting / collision checking) during a tick. Particles seem to cause no problem for the engine, however... So I create particles for small effects almost without care, and I make sure that I only ever create sprite objects during run time if I have no other way of achieving the effect I'm after (which is rare, due to my limited imagination at creating special effects... ).