Danwood's Forum Posts

  • Ok, i tested the nacl version of NW.js 0.14 RC1, removed the nacl related files and it works fine, didn't made extensive performance test, but looks like there is a performance improvement for my game (that is very CPU demanding).

    PS: or maybe it's just like a placebo? pls someone make a proper test

  • http://dl.nwjs.io/live-build/03-27-2016 ... e-13916ba/

    OMG, going to refresh this page all nite long! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I saw your game on Steam a while ago and immediately knew it was a Construct game I was also a bit jealous/motivated. That being said, congratulations on pumping out a game, and getting it out there! It's not easy, we all know that.

    I'm working on a different kind of simulation, closer to sim tower and I'm wondering how you managed performance so well? I'm assuming from the amount of detail in the dinosaurs (stat wise) that they probably don't just disappear when off screen. How much did you utilize the timer behavior, if it all?

    Your experience with many variables and optimization is invaluable. I'm just wondering if you'd like to share any optimization tips not found in the manual, especially for handling large amounts of variables and different kinds of persistent objects which (presumably continue to exist and develop while not on screen) if in fact that is the case.

    Hey! You guessed right, dinosaurs don't just disappear when off-screen, just like everything else (except rain/snow or decals/effects), this because everything is permanent and emergent (it's the main concept of the game!).

    Performance are not so well compared to what a native, non html5 export would do, but it is relatively well because it can scale depending on computer power: i've added tons of game creation options to reduce the number of objects in the game (such as island size, terrain quality, fertility etc). The main performance killer is, in fact, the number of objects rendered, and DinoSystem has plenty, from terrain "patches" to seeds, plants and animals.

    My main performance tip would be to avoid the engine to perform work on every instance every frame (by applying timers wherever possible), and to know and control how many objects the game has to draw and calculate in the layout.

    Also, creating an instance is less performant than just moving one, so if you need to use a sprite for collision check or other things, it is advised to use just 1 sprite that is moved to whatever position is needed (using for each where needed, but try to avoid doing it every frame).

  • Thanks!

  • What do you mean "open a folder". Are you implying displaying it in the windows explorer ?

    Are you using NW.JS and its dialogs or are you attempting a browser to open a folder on the local hard drive ?

    Please be more specific on what you are wanting to exactly achieve and under which circumstances.

    NW.JS can open a folder using the "Show folder dialog" action for example.

    I need to open a specific folder in NW.js, showing the actual folder content directly from the windows browser. Or if the dialog is the only option, is there a way to tell it to use a "default" place?

  • I just need to make a button that open a specific folder (Documents/MyGame)

    Is it possible? And how?

    It happened to me JUST with the NW.js live build released 6 jan 2016. Seems like Roger added this feature as a test and decided to remove it straight away.

  • You should use For Each if there are multiple items (and slots).

    so, before event 2, ad -> For each item

    Then put event 2 and 3 under it as sub events

    Also, ad "pick top instance" Slot for event 2, if an item can overlap more than one slot at the same time

    Also, the every tick of the event 3 is redundant.

  • Wait.. maybe you're running NW, try ctrl+alt+canc and see if there's NW.exe running, and shut it down.

  • Try removing the NW object from your project and see if it was causing the issue? I have no idea otherwise, seems strange, but it's probably a minor thing.

  • Try the latest version of NW.js

    http://dl.nwjs.io/live-build/12-29-2015 ... 3.0-beta1/

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  • We got 9700 events, using plenty of functions and families.

  • Yeaaaaaaa and grats to me for making that report

    (muahhaha)

  • My game has 9000 events just in one sheet (other 700 spread out in few other sheets) and i can guarantee it is irrelevant to the performance.

  • Danwood, are you able to debug your game with this new version of NW? I keep getting an uncaught typer error that app isn't defined in preview.js

    Seems like debug can't be accessed with this NW version, hope it will be sorted out when out of alpha.