DankP3's Forum Posts

  • Ok, so I reread, you are changing tiles in gameplay!

    With static tilemaps I haven't had a problem.

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  • newt

    Tilemaps aren't made to work with physics since they don't move.

    You could try using the Chipmunk Physics behavior, but I would guess the outcome would be the same.

    What can be done is using the Platform behavior on a sprite, and the Solid behavior on your tilemap.

    I am confused by this since physics behaviour on tilemaps seems to work fine for me (set to immovable of course) and provides a barrier for physics objects?

  • Disable hardware acceleration in Chrome settings and restart the browser, See if it fixes the lag.

    Tip: enter this url => chrome://flags

    Disabling hardware acceleration via the settings reduces the FPS further and iirc doesn't allow webGL either.

  • Helladen

    Ashley

    So I do see the reported sound issue on browser first opening only in Chrome and FF, but not in Edge or IE, so it is browser specific. The same defect is in NW.js as expected. A very noticeable frame rate drop is seen on my device (Surface pro 3, i7 + Win 10) with the first trigger event that doesn't play sound and this is associated with the inspector estimating very heavy CPU usage. It does appear to be an issue?

  • RasmusTheRaccoon

    No Answer I am afraid. I assume you mean when running the Inspector, which I simply do not do in Chrome or NW.js anymore unless I have a very good reason. I think Edge and IE are still faster and less burdened than Chrome without the Inspector, but the inspectors (Inspect mode) in Chrome is seemingly a waste of time.

  • I am not a coder, but on point 2, I think else is often misunderstood or misused and perceived not to work (maybe I now prove myself guilty). In c2 i'd use else when appropriate and assume that is more efficient. So in your example, if more than one object has the variable as an instant and you use else, the else line will only run if the condition fails for all objects. Not using else, but an invert or different number means all objects respond appropriately. Caveat: I did say I wasn't a coder.

  • I think s/he wants sites for free to use sounds for a commercial project.

  • Just learning, since haven't used yet, but cannot this be done sequentially since you have to destroy residuals first: Destroy A, make A, destroy B, make B. The second destroy then removing the shared items before recreate.

  • Yes, this bumping is very annoying to my team, we ended up transferring collision to additional single object collision boxes to work around it. It would be nice, trusting what you say, to implement a solution in the engine.

  • Just an observation from a relative noob.

    The Manual correctly states:

    "Is playing

    True if a given animation is currently set. Animations are identified by their name (case insensitive)."

    If an animation is stopped, it is not playing by definition, is reported by the inspector that playing is false, but "is playing" reports true because the animation is still set.

    I just comment as this seems unnecessarily confusing, the event could be called 'is animation set'. A true 'is animation playing' option would be useful, but can be worked around with booleans.

  • NW.js has same issue as Chrome.

    Edge, IE, Firefox all fine.

  • Both versions give the same issue, I literally updated before my last post and have been experiencing FPS issues in Chrome for a while (been using C2 for only 2 months, but have been discussing issues with Chrome with my team for a little while now - definitely for weeks)

  • Version 50.0.2661.102 m

    Version 51.0.2704.79 m (just updated)

    both giving same issue (i7, 8GB RAM, 64bit Win10)

  • So I also get poor performance with Chrome and would like to know what it is?

    This is particularly evident when running the inspector with the 'inspect' tab. My feeling is that Chrome struggles anyway without the inspector (compared to other browsers, Edge has never dropped FPS on me).

    The above images are from running the same layout and any differences in object counts are purely incidental the FPS readings are stable. Chrome noticeably speeds up when switching from 'Inspect' to 'Profile', suggesting it is having major issues with the inspector?

    I'd appreciate any help in modifying Chrome to make it work (assuming it is a local issue)?

    Thanks