damainman's Forum Posts

  • newt I did put kittens and hearts in for valentines day I try! I really try LOL!

  • Games Error reports are generated by the software... you don't send gb's of copyright game data to the Unity or Unreal when something goes wrong. When Adobe Suite crashes, it generates an error report. You don't send your company's Magazine layout to them with working files of other people copyrighted ads etc...

    So this is my issue - I can't send my company's copyrighted files, they don't just belong to me. The working files belong to my company and that's that. If I just said "LOL, hey Unity/Unreal devs! I have a bug. I'm doing this unannounced game for EA/Activision and here are all the working files LOL!! XD XD XD!!! shhhh dont show anyone..." etc etc. I would be fired and probably face a lawsuit. And that's just how it is. If when I worked at a magazine company a few years back and sent the working files for Maxim to Adobe because it was crashing... holy shit I don't even want to think about the crap I would have caught. E

    rror reports are generated by the software. And that's how the end user helps. If C2 was spitting out error reports every time something went wrong by god you better believe I'd send them in the second I got them.

  • Ashley Like I said before. Not all issues can be recreated with a smaller capx. I can't make a capx of someone else having the game crash on them. Or for the fact that I mentioned in a previous post that all C2 dev'd games and prototypes I give to this person crash randomly for them while they have no problems running anything else. Stuttering frame rates on computers faster than mine? I can't make a capX of these issues for you - in a big game that has issues that randomly happen, how do I even know what part of the engine is messing up? How do I make a capX - I'd basically be recreating the whole game until I figured out what was going wrong.

    All of the issues we've had with C2 aside of not being able to update the version of C2 we are using for Insanity's Blade, I have developed work arounds for - or simply found alternate ways to do the thing that should work the way I'm already doing it. One thing I've always liked about C2 (and well programming in general) is the fact that I can always find multiple ways to get the same end result.

    But for us, it's simply the instability and unpredictability of the end result. Which again, we have no control over. No matter how complex or simple of a creation I make with this software, the end result will always be the same - unpredictable. And you can't simply blame the state of say Node Webkit for it's faults either as it was your choice to use it as an exporter.

    And I also know you have no control over HTML5. And it would seem that the people who develop have no control either And the updates they make must have some toll on how C2 runs.

    Anyhow, I'm not here to argue. I only want this thing to get better. And to me, the announcement of C3 when C2 feels unfinished has made me worry.

  • Games - I have a business licence... For a company. Not a personal one. Last time I checked the total was over $500 for it. I didn't pay to be a beta tester, but that's what has happened. Likewise because of this, my customers become my beta testers for the faults of the software I used. Luckily my game is $5 and not $500... And actually because of this, I am *forced* to stop using C2 to create commercial games because - not fault of my own, the engine has serious issues. Trying to explain to a customer that I didn't code my 2d retro game in assembly or c++ and chose to use an engine that causes it to run like Crysis on an under spec machine is hard to do. They don't get it. HTML5 is still a ways off to becoming something reliable. And that's just the way it is.

    newt - I'm personally not asking for a native exporter. The exporter is what always gets blamed for the frame rate issues it seems from both sides. But you are exactly right about the doctor patient thing, it's not far off of what I'm trying to say with bad relationship thing either. I love it and it screws me over. The Doctor can prescribe pills to ease the symptoms but sometimes never cure the sickness.

  • Ashley

    1) I did not pay to be your guinea pig or beta tester, I paid for a product to do my own work with. If people have time to help you out, that is fantastic. I do not. Not even remotely. This is your project, not mine. You are making money off of it, I am making money off of mine. If yours does not work and I have paid for it. That is your problem, not mine.

    2) As I've said countless times before, I can not send you my working file. It is no different than you sending me the code to C2 to look at. Although I have successfully recreated the issues in small capx files in some occasions, in others I can not. It really is just because the game are big. And I have seen the same issues happen the same way in CC and they do in C2. It's not me, it's you.

    3) Either play one of the big games that people have made or make your own. Stop passing the buck to us. If you want this to be a professional product, act like you want it to be. Your guidelines don't work for everything I'm afraid. You need to realize this.

  • I just want to say that as a guy who has made a giant game using C2, I love it and I'm terrified to use it at the same time. I can see in our game where things hitch up. A lot of it looks like behaviors and webGL effects not being as optimized as they could be. Even with the new prototype I'm working on that is still at a very clean and basic stage I'm catching things that I thought were fixed long ago in the engine.

    The hitches in our game are so varied between hardware that I am not confident enough to publish another PC game using C2. While I'm having a fantastic time on all of my machines with the game aside of a 7 year old pc. Someone who has a newer pc than mine (I have a new i7 republic of gamers laptop 16gb ram and a 2gb 860m gpu) complains that the frame rate isn't smooth on my game or it crashes or the sound randomly cuts out... I honestly don't know what to tell them. We've done so much trouble shooting and suggesting but so much of this stuff shouldn't be happening. The same bugs don't always have the same solutions. It sucks.

    I have someone play testing my current prototype who has a new machine and the prototype just crashes randomly. We can't pin point it. He said the same thing happens with Insanity's Blade... go figure. The prototype is only using a couple of the main webGL fx and behaviors... nothing added extra added. It's just the engine. And I know I haven't done anything kinky with the engine.

    Last time I checked one of the recent builds of C2 completely broke Insanity's Blade so we have separate version of C2 running to do our work on either game. We can't test or export IB. It's just borked. So it's at this point that I get pissed when I've paid for a product and it doesn't work and I get shoved aside when I don't upload all of my copyrighted shit and can't recreate the problem in a tiny file with none of the games assets. To me that is a giant "F#ck you, not thank you for buying my product".

    But then I ABSOLUTELY LOVE the fact that I can toss my idea into a prototype at close to the speed I can think it up. I can work at it on the fly and that is just amazing to me. The way C2 is laid out from a designers point of view is brilliant. I just flow through everything I do - when it works!

    So it's a real love hate relationship. I want to see it *really* get better. I want what I bought to do what it said it would do before it's abandoned. I don't want excuses from anyone - I paid for something because it said it could do something and that's the bottom line.

    It feels like the bad relationship that you know you should walk away from because that person just can't clean up their act. But you just can't do it because you see that little glimmer of hope that they can.

    Insanity's Blade wouldn't have happened without CC and C2 and that is a fact. It would have take us much longer back then to do it with an engine like Unity. But in my professional game design job, I already use Unity. And it now does things so much more easier than before. And for me, it's not about how much the engine costs. I don't give a shit. It's how well it works, and what it can do for me.

    I will hold on to that little glimmer of hope that C2 will break through and be what I expected of it. That's what I want. I don't want to give up on it. I don't want to make a 3d ultra modern epic game to blow everyone's mind. I want to make a simple 2D platformer with some effects and not have it fuck up. That is all.

    So as angry as I am at this product, I want it to succeed. Hell, I made a Broforce demo (with awesome gfx) on a lunch break just to show how amazingly simple it was to toss something incredible together in C2. Amazing things can happen with it.

    /end lovehaterant

  • So I was messing around on a low end machine that I have for emulation last night (3ghz, 3gb ram, 730gt gfx Win 7-64-bit) and our game was running like absolute garbage, a total stuttering mess. I was at a bit of a loss because I have a far worse machine that ran the game way better. Since there is nothing else running on the machine and I knew the drivers were all up to date, I decided to go set nVidia profile up for the game just for the hell of it.

    Anioptropic filtering OFF

    Antialiasing FXAA OFF

    Antialiasing MODE OFF

    Antialiasing Setting None

    Antialisasing Transparency OFF

    CUDA - GPUs ALL

    MAX Pre-Rendered Frames 4

    Muilt-Display/Mixed-GPU Acceleration MULTI DISPLAY PERFORMANCE MODE

    Power management mode PREFER MAXIMUM PERFORMANCE

    Shader Cache OFF

    Texture Filtering Anisotropic Sample Opti. OFF

    Texture Filtering - Negative LOD BIAS ALLOW

    Texture Filtering - Quality HIGH PERFORMANCE

    Texture Filtering - Trilinear Optimization OFF

    Threaded Optimization OFF

    Triple Buffering OFF

    Vertical Sync OFF

    Virtual Reality Pre-Rendered Frames 4

    Although I still got a bit of stutter - it's not a gaming rig period. It's single core, low profile cheap stuff. And the game was running almost perfectly. Before that it was completely unplayable.

    So there's that... Let me know if this helps any of you

    DMM

    ***EDIT***

    After I posted this, I did a play through of the 2nd half of our game. Playing on my build laptop since I was fixing a bug. I had zero jerkiness/jankiness. We're also using NWK 10.5 for our steam build. The last stage of the game *always* had a bit of jank to it, but this time through it was flawless 60fps. I even played through it again just to make sure I wasn't crazy and this level is deadly hard too!! Hopefully this fixes the issue for some people. I'm assuming it would be similar for Radeon cards etc.

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  • Ashley Thanks! It did indeed fix the issue. 192 is letting us preview in Firefox, and export to node webkit. Even seems faster and less jerkiness too... Will do more testing Good job! And thanks!

  • Escualo We haven't been able to preview or export since 185 or 186 I believe. Similar issue. We just stayed on 184 to do our game updates.

  • Ashley

    Pshhh... I'm totally jerking Jokes aside... with all of the experimenting I've been doing with Insanity's Blade, I'm finding that it might be other issues and not C2/ExporterTypeX.

    I'm saying this because I took a Windows 7-32bit machine with a 460gtx - all drivers up to date - replaced it with a way more under powered card 8600gt and blam - game went from unplayable to occasionally jerky (probably old 5400rpm drive and crap ram).

    Then on my lunch break yesterday, I downloaded our steam build on my work machine. This is probably an early i5 with a 450s. Clean install of windows a couple of months back. I use it for work/unity. I was expecting the game to run bad as It's a pretty bare bones work station. Nope - 60fps - not one little hitch. All drivers up to date. Game ran smoother than on my i7 with 16gb ram and an GTX860m.

    Clean install machines seem to run games in Node Webkit no problem - I bet it I installed a fresh build of windows 7 on my older machine, the game would run without a hitch. The problem is finding what app/drivers are causing the hitching. The old machine does it every half second. But you don't really notice it due to all the action on the screen.

    I'll keep messing around with different machines - and obviously I'm going to get hit with the "your game won't run on my 10+ year old dumpster find, you suck, give me back my money!!!" Mails like when we posted the Demo and early access on Desura. Maybe these findings can at least prove useful to make a FAQ about frame rate issues and drivers

    Oh - We also made a batch file to launch the game with node-webkit commands, this is clearly helping the frame rate:

    --disable-threaded-compositing --ignore-gpu-blacklist --enable-zero-copy --disable-application-cache

    -Chris

  • Zathan This is what is happening with our build on the older machine. I can't remember what's happening with my i7. My specs for working on the game are:

    i7 3.4ghz

    860m 2gb

    16gb ram

    windows 8.1

    i7 3.1ghz

    550m 2gb

    16gb ram

    windows 7 SP1

    and the lowest spec machine that it was previously running smoothly on is:

    core2duo 2.8ghz

    460gtx 2gb ram and 8600gt 256 gbram (I swap them for testing on an actual CRT/arcade machine)

    4gb ram

    windows 7 sp1

  • I've been trying to pin point this jerkiness as well. It started happening for us some point around 174-178. I have more testing to do. I have builds of our game that have no changes between the builds aside of front end and menu items. Testing our last stage with a build from august there was no jittering or jerking in our final stage. But now it's really bad - an d I know that aside of the respawn code, nothing has changed for it at all.

    We were using r184 for our last build (anything higher and the game has completely stopped working in preview mode or even after a full export to anything). I've downgraded to r178 and the jerkiness is still there. Trying with different builds of Node Webkit as well but it makes no difference. I'm going to go back to ~174 this week at some point and test again. We can usually get a pretty even frame rate of 60fps on a mid range machine. I am pretty sure we had the new built in video player plugins in place when I did the last smooth export so I'll post my results when I have time.

    All of my initial testing is done on two i7's with 8/16gb of ram and the game is always 60fps. My low end testing rig is a core2duo 32-bit with 4gb ram and an 8600gt - the game ran smooth with the older build on that.

    DMM

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  • v 1.03 of the game will be released Dec 1st on Steam! The game was green lit back in October. Massive updates and bug fixes since initial release on Desura! We will be doing one more massive update which adds more content to the game for the spring. It will contain possibly two new game play events to get coins for the in game store!

  • Yeah, I haven't had freeze bugs yet either. I've completed a few games for clients and aside of this one we have a few other engines half finished and not once have we had a freeze bug that I'm aware of.

    The only thing I've seen was on the lower end machines Node Webkits garbage clean up. When it's about to do it, it stutters and then freezes for a split second. But the last C2 build (r178), that node webkit actually killed the frame rate of the game. At least I hope it was Node Webkit.