EddyDingDongs's Forum Posts

  • You're welcome EddyDingDongs , Sadly this is still an issue.

    Yeah tell me about it lol

    Until I read your post I was freaking the hell out!!! Becos after 5-years of using a crappy lappy I finally bought a new semi-high-end desktop PC, and on this PC I can run Watch Dogs at 1080p on ULTRA graphics settings, and yet on this same PC my extremely simple C2 game is stuttering as though it was some game from the year 2020 running at 4K resolution!

  • There seems to be at least a temporary fix here

    https://www.scirra.com/forum/two-node-webkit-problems-still-on-v-168-temp-freeze-fix_t95506

    Thank you Katala, this temp fix seems to have worked for me.

  • I can concur, I had same stutters/freezes/jitters for my Node Web Kit exports for Win 32.

    Taking this advice and using NWK v0.8.6 and it seems to have fixed the problem (temporarily).

    My PC is pretty powerful, Intel i7 4.4-Ghz, 16-GB RAM, Nvidia 760-OC 2-GB, running on SSD + HDD, Win 7 64-bit SP1..

    So when I get stutters in a simple game it usually means somebody has broken the law of coding physics!!!

  • I installed the Service pack 1 in the windows 7 OS and it works!!!!

    You can close the thread, moderator

    Thanks.

    I also had same problem, new computer with Nvidia GTX 760, the C2 layout editor was all glitched and couldn't see anything, and the event sheet editor had bits overlapping and scroll up/down didn't refresh the view.

    I started to panic, forked out lots of money for brand new high end PC and I couldn't use C2 at all. It even crashed once every 10-mins too.

    So I took your advice, and updated Win 7 (64-bit) to Service Pack 1 and it fixed everything.

    You can download Service Pack 1 from Microsoft's website, it's about 900-megs. But try doing via Windows Update first. Yay I'm happy now Thanks Katzin!!!

  • I think audio playback should get highest (CPU) priority, even over sprites and visuals. Why? becos sound happens on a much smaller scale than the tick level, and even a 0.005-second gap in audio is easily heard as a popping noise sound. In other commercial games, even when they hang the visuals freeze but the music and sounds keep on playing perfectly, so that proves that audio gets (CPU) priority over graphics.

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  • Problem Description

    ____ The bug creates a 0.005 second gap of no audio. The bug may be within audio-looping function or within the playback rate function. Either way it seems more likely to happen when there are more sprites added to the scene eg. 300-1000 64x64px sprites. ____

    Attach a Capx

    ____ Capx is attached. ____

    Description of Capx

    ____ This Capx plays one sound file that is perfectly loopable, on the smallest scale the start and end both start at the zero-point, (I used a program called EndlessWAV to make it perfectly loopable).

    By clicking on the "+" and "-" sprites you can change the Playback_Rate (pitch) of the looping sound.

    You can also change the volume of the sound with the second set of "+" and "-" sprites. ____

    Steps to Reproduce Bug

    • Step 1 - Overload the scene by populating it with more sprites, or many animated sprites.
    • Step 2 - Lower and Raise the playback rate and hear for any Noises, pops and clicks.
    • Step 3 - Record the PC speaker "Stereo-Mix" output, and disable your microphone in the process.
    • Step 4 - Analyze the recording from the audio output of this CAPX.

    Observed Result

    ____ Most of the time the loop plays clearly and perfectly, but once every 5 or 10-seconds there are very noticable audio pops and clicks and little annoying noises. ____

    Expected Result

    ____ There is no reason why the audio shouldn't loop perfectly from layout start to end, without any pauses. I expect it to loop perfectly. ____

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (N/A)
    • NodeWebKit: (YES)
    • CocoonJS on Android: (YES)

    Operating System and Service Pack

    ____ Windows 7 (64-Bit) SP1 ____

    ____ Android 4.4 KitKat ____

    Construct 2 Version ID

    ____ Construct 2 r175 beta (64-bit)____

    Thank you, you guys rock!

  • There is no need for a preload feature. Construct 2 already preloads any objects placed on the layout. If you create an object at runtime which is not in the layout, it has to load it then and there, which can introduce a jank - so just place the object in the layout and destroy it on start of layout. They will still be preloaded. Any objects placed in the layout will not be unloaded until the end of the layout. Objects loaded at runtime may also be unloaded at runtime if the last instance is destroyed.

    Thank you Ashley, if you could please copy & paste what you just said into the Manual then it would avoid anyone else asking the same questions. You could add it to the "Sprites" section, i think that would be best since the optimization sections might not be reached as directly.

    Thank you again for your clarification and continued hard work, recent performance improvements for PC under nodewebkit have been very awesome!

  • > .... and other sprites are coded with the "Fade" behaviour, so even if they are created off layout they will only last for 3-seconds before they are destroyed by the fade behaviour. And once they are destroyed 3-seconds after layout start then they will be unloaded from video memory, thus negating all my efforts to preload a god damn texture!

    >

    This is a straight forward RTFM issue my friend.... Switch the fade's Destroy property to "No" and you are done....

    I understand that, but for some particular sprites I need to have the destroy property to "yes", otherwise I won't know when to delete particular sprites. But according to some of you here nothing should be unloaded while a layout is active, so if that is true then it's not an issue.

  • Nobody ever gives all the pertinent information.

    Leave the objects in the layout, and destroy them at the start of layout.

    The fact that loading the images into memory will slow it down can not be bypassed.

    So Newt, are you sure that no sprites get unloaded while a layout is active?

    Do sprites only get unloaded at end of a layout?

  • C2 loads everything into memory at the start of layout, so the objects already exist in memory.

    There is no reason for the creation to cause a slow down.

    Perhaps something else is happening when you run the creation events.

    I'll explain a bit more, basically i have two "UNUSED" Layouts which I store my first instances of each sprite. This is necessary in my game as I have character selection and most of the sprites will not be used as only 2 out of 8 characters will only be in use at any one time.

    Thus I create these sprites (eg. special FX sprites & projectiles specific to each character) as they are needed and they do not exist on my level Layouts beforehand.

  • thanks for the info Aphrodite, not sure that sprites get unloaded only at end of layout, it seems like they get unloaded when the last sprite is deleted. I would like confirmation of this from Scirra.

  • In my game i create various sprites and animated sprites when they are needed.

    Now performance wise I get a smooth frame rate (50-60-fps) up until the points when these sprites are created.

    At which point I get stutters and pauses of the frame rate when these sprite objects are created.

    Now the only solution would be to create these sprites on start of layout and have them outside the layout boundaries, so they are invisible. BUT this doesn't work becos many of my sprites are coded to continue moving in one direction (as they are projectiles), and other sprites are coded to animate and keep on scaling, and other sprites are coded with the "Fade" behaviour, so even if they are created off layout they will only last for 3-seconds before they are destroyed by the fade behaviour. And once they are destroyed 3-seconds after layout start then they will be unloaded from video memory, thus negating all my efforts to preload a god damn texture!

    * I think this is a serious performance issue with C2, and should be put ontop of the priority list. Basically what I what is an Action added eg. On Start of Layout -> Preload Sprites -> from Family "XYZ".

  • I complied my project in both yesterday and these are the results:

    Crosswalk: 45-fps average

    CoocoonJS: 60-fps average

    So from a performance perspective I can't use Crosswalk as it is right now, not good enough.

  • I just used the NEW slider bar for first time but while it does show in chrome for android, it seems to NOT be compatible with CocoonJS so in my ludei export for Android the slider bar wasn't there.

    The recommended Android exporter (crosswalk) at the moment runs like a piece of sh!t. My project gets 60-fps in cocoonjs but via crosswalk i get sub 45-fps but mostly 30-fps, so half the performance, that is crap!

    It would run faster on a Atari 2600, so that is my reason for NOT using the C2 "recommended" android exporter.

  • "Wait 0 seconds" is the equivalent of waiting one tick.

    Thanks seven, but for my own logic's sake i'll leave it at Wait 0.1 seconds hehe

    Becos Wait 0-seconds looks like a bug i might accidentally delete in future lol