Colludium's Forum Posts

  • But a high cpu use tends to correlate with frame drops. Just to be sure, I repeated my tests and added a dropped frame counter (running test for one minute, the counter ignores the first 10 secs because they are usually terrible):

    Preview win32: cpu 35%, dropped frames: 4

    Export win32: cpu 33%, dropped frames: 5

    Export win64: cpu 41%, dropped frames: 17

    So, IMO, win64 wins the "not useful" export competition.

  • Copy-paste out of PowerPoint.... Then resize as you desire.

  • Just download the 'normal' version of nw.js and replace the files in the nwforc2 folder. C2 ships with the sdk version of nw.js so that you can use the debug functions, but the normal version does not contain the debug functions. Here's the link.

  • It seems pretty obvious, but 64-bit NW is intended for developing on a 64-bit system, while 32-bit NW is intended for developing on a 32-bit system.

    If my system wasn't a 64 bit i5 then I would not have been able to test it, I suspect. Perhaps there are benefits to the 64 bit version that are not being accessed by c2.... but if the 32 bit export is way better on a 64 bit system for us c2 devs then I don't see the point of having anything else...

  • I have a debug text object that I use to display cputilisation, memory use etc.

    So, I tried again this time using r225 and the v13 rc4 nwforc2:

    Preview: cpu 36%

    export win32: cpu 36%

    export win64: cpu 43%

    With this later version of nw.js I'm not convinced that there are significant differences now (although I have no idea why x64 should use more cpu).

    Of note, if I run an export and then run the preview, something in local storage causes a conflict and the preview crashes to black screen on start (and then won't close down). A memory wipe fixes this....

  • Problem Description

    Update: To be confirmed; please test independently. Running this test in nw.js v0.14.0 and this bug was no longer apparent. May not be a c2 bug.

    When nw.js initialises its size dimensions are set to the game's window size, which causes the internal canvas resolution to be smaller than that desired for the game.

    Attach a Capx

    capx link

    Description of Capx

    Simple layout with a text object to display the nw.js window size and the rendered on-screen canvas size.

    Steps to Reproduce Bug

    • run layout in nw.js

    Observed Result

    The nw.js window initializes to the c2 window sizes, which does not account for the size of the nw.js window frame dimensions. Thus the rendered canvas size is less than that desired for the game. It is complicated and hackey to then resize the nw.js frame to achieve the desired canvas dimensions.

    Expected Result

    The nw.js window should initialise by default so that the displayed canvas is the same size/resolution as the game's desired window size.

    Affected Browsers

    • nw.js

    Operating System and Service Pack

    W10 x64

    Construct 2 Version ID

    r225 running nwjs for c2 v13 rc4

  • OK, on my embryonic platform game, at the same re-spawn position with only some background bullet effects taking place...

    nw.js 32 bit preview: 48% cpu

    nw.js 32 bit export: 39% cpu

    nw.js 64 bit export 61% cpu

    It's illogical....

  • Sounds good - thanks ASHLEY.

  • This week I'm starting to experiment with how to walk on moving platforms.... Which is much more complex than it should be!

  • Thank you ChrisFagan and

    The platform behaviour is a good starting point but I have 5 collision checking objects and an extra couple of hundred events to augment it to perform how I want.

    The light effects are created using multiple blend modes on different objects with a z-order routine to make them behave. I'm quite pleased with the final effect! It took me a few weeks to get right and might need more adjusting still (I'm working on this in my spare time).

  • Hi everyone. I've been quietly distracting myself over the last few months by working on a hardcore platform engine for a concept I first created for a Ludum Dare jam over a year ago. The game is still in the very earliest stage of development but I thought it about time to post something for your amusement and, hopefully, to gauge any reaction you might have to the concept, and to collect any ideas you may have. By doing something public I also reduce the chances of me becoming lazy and losing focus! So...

    The working title is Monkey Business.... You control a state of the art bio-mechanical cyborg monkey, equipped with a large number of weapons and defence systems. You have various missions to complete - each one involving the assassination of an individual or a group of individuals who, otherwise, would be beyond the reaches of the law. You're controlling an assassin.... A space-deployed monkey assassin with a jet pack, no less!

    I'm developing on a weak HD4000 powered laptop, so that's going to be the base-level target platform using nw.js.... There's some physics, but after my previous experiences I'm inclined to use the Platform behavior as the foundation of the player's movement system. It's also going to be multi-language and I will ultimately be aiming for a Steam deployment, although I'm not discounting having versions for Newgrounds and similar html5 sites as well. If you want to work on a mission to kill a drug lord / kill a president / go on a secret mission to Mars, then this could be the game for you (in about a year!).

    The intro / training level has been completed to alpha; it contains some placeholder graphics but you'll get the idea for the ambiance I'm aiming for... Hope you like it!

  • I cannot add to blackhornet's advice; they are your only options for reliable management of your game objects being destroyed with each other...

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  • Very good - thank you for this! Time to experiment with something new...

  • Ashley - just a tag because this is an officially supported export option.

    Edit: good fix - thanks for posting this!

  • Enigma Virtual Box - 3rd download on the right - is free and excellent.