Colludium's Forum Posts

  • GenkiGenga - I tried it on my Nexus 5 and it was flawless as well....

  • Hi shinkan, I can only show a shot of Chrome Canary:

    Here's Firefox. The red splodge is where I cut the image by a 4 seconds (a smattering of <60 fps but nothing significant like the big drops at approx 10000 ms):

    Running all versions this time, it appears that Edge was actually very good, and so was IE in W10. Both had almost zero frame drops when the javascript consoles were not running.

  • There are a couple of problems here....

    I created a scene camera pan effect in Umbra and was so disappointed by the gross apparent jank that I decided to do some testing to see what might be the cause. I therefore created a test that simply scrolls a camera around a large layout (8000 x 8000) using lerp. It's a terrible camera action, but I think it highlights a real problem. I'm posting this to see if any javascript gurus might be able to shed light on why the jank is happening (if it's not a c2 problem) and/or offer suggestions for a next move (c2 bug report / chrome bug report etc). If there was no jank in Firefox and/or Edge then I would not be inclined to look towards the c2 engine as being a factor in the problem. However, all of my browsers show frequent dropped frames.

    Here's a link to the html5 demo. Run this and test your browser if you wish. HTML5 Link

    If you'd like to tinker with the capx then here you go. My original plan was to fade in/out a "jank" indicator every time the dt exceeded the normal time, but it never worked in Chrome (see below): jank capx

    This simple test moves the camera lerp target every second, then the camera lerps onwards over a seamless tiled background.

    I see two problems here:

    1. There is lots of apparent jank, as discussed. This is confirmed by plenty of dropped frames being recorded in the javascript console. This is possibly the simplest action "game" I could ever make... yet jank is apparent on all of my browsers (both versions of Chrome, Firefox & Edge).

    2. In Chrome (release AND Canary) the FPS and dt are both reported in the demo as fixed and unchanging, yet in the javascript console there are plenty of dropped frames. This seems like a Chrome bug.

    Of note, when I tried to open the javascript console in Chrome release it just froze on me when I tried to record the timeline. Looks like Chrome has some issues....

    My system spec: AMD A10-5800 with NVIDIA GeForce GTX 750 Ti. The same happens on my old wheezy i5 laptop as well.... Anyone any thoughts?

    Edit - update with a non-subtle Jank indicator (does not work in Chrome).

    Edit 2 - Further testing has shown that Edge is really quite good, with minimal jank / dropped frames.

  • I find the debugger provides a lot of useful information, but it's limited because it can't access the chromium engine and report back what's going on there. So when a frame drops, even though fps is a solid 60 and the cpu is at 30% there's no way to know what event caused that particular dropped frame. Checking the javascript console shows that, perhaps, there was a spike in use of the c2 engine, but that's unhelpful information because there's no way to find the cause of a dropped frame.

    blurymind asks a good question - how far has the c3 editor progressed? I know it's traditional for devs to throw out a "it'll be ready mid-Dec" guess and then miss that deadline by a country mile, but the absence of any hint is perplexing. Are we discussing how long a piece of string is? When it's done it'll be done...? It would be good to know, although like Jayjay, I don't think I'll be using c2 for anything more than for LD or concept testing in future, because when it comes to export: results are all that matter, and the experience or pleasure of working in the editor are secondary if players see a second rate product.

  • Thank you immortalx! I really appreciate your kind words.

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  • Spriter is excellent for animating your main character, but it's a 3rd party program: so small adjustments have to be reimported into c2 to be tested (time consuming, convoluted save and import process) and, also, the Spriter animations are super-demanding of cpu time (my pc can only run a few scml objects on screen at any one time before it frame drops!!). Having a built in animation keyframe/timeline editor would have been simply outstanding for c3. Sigh... I take it that c3 will not have such a feature....

    On the bright side, Godot Engine is open source, has a robust animation editor and a simple native desktop export...

  • shinkan - yes! An animator with curve adjustment. That's exactly what Godot uses: everything can be animated by simply using it in the editor.... I support eli0s ' suggestion!

  • This contains some gem ideas. My 3 cents:

    Add a tween behaviour. I know there's a couple of 3rd party plugins, but I mean something a bit more substantial... One you could incorporate into a sprite/variable animator (like the one in Godot engine or a better version of the animator in Unity). Imagine an animation behaviour where you could easily animate anything, with tweening. Because that's what I want to use and have to create every time I want to do something in c2, even if it's just to animate a button effect or a layer opacity.

    Oh, and give us access to full box2d because the demo physics plugin is OK for creating a quick game demo but, strewth, it's frustratingly limited.

    And what newt just posted too. I would love to create my own plugins but if I'm going to bother to learn to write code then that defeats the point of using a no-code engine. Just imagine a Blueprints style of plugin creator... Mmmmm.

  • , good points. My audio won't work in NW 10.5 and audio bugs in old versions of NW will not be fixed by scirra, so the abandoned state of the Steam plugin is rather disheartening. The latest version of NW should be either available here or it should be made clear that is been added once but now the rest is up to us because scirra are doing other things. These lack of follow up details might be symptoms of scirra being a team of one, but they don't assure me that anything different will happen in c3.

  • I am afraid that c2 will be seen as a Newgrounds game editor because of limitations like this... cripes, this plugin was beta a year ago and not only doesn't work it also appears unsupported....?! GameMaker and Clickteam products have inbuilt Steam API functionality...

  • Progress has been slow - so I must apologise for my day job getting in the way once more! I have a concept for a final boss level. So far I've made this.... The boss is to be constructed this weekend (ideas and reality rarely align, but I have some ideas!)!!

    This plugin has been experimental for a year.... which is rather disheartening. I am not surprised no one has come forward to fix it because they would probably have to play catch-up to every time there's a new NW version and any time there are changes made at the Steam end. All of which would also have to be compliant with c2 plugin SDK but not honoured by scirra. A subscription fee might work, but is that really likely to be subscribed to by more than a half a dozen c2 devs? I understand why sirra team haven't been here since May, now, and it doesn't bode well for those of us hoping for more than a Newgrounds export option. GameMaker and Clickteam understand the attraction of having functioning Steam plugins...

  • Isn't that down to the performance of out of control 3rd party wrappers (well, Chrome...)?

  • >

    > you should try uscript for unity

    >

    Hmm, I'm tempted to have a look at that.

    Me too!

  • Search this forum - there's been plenty of discussion recently about them, including the rather steep pricing model for .io....