eli0s's Forum Posts

  • bitlab , lonch , lonch ,

    I know that this is somewhat a late answer but this is a discontinued plugin. Download the Pode HTML pack instead:

  • +1

    While there are other ways to control audio, the plugin should greatly benefit from added functionality.

    tulamide has already made some really good suggestions in this topic ( ) , but since then the audio plugin has been neglected from any advancements. I am really happy that I've discovered rex's audio helper in the meantime, it really simplifies the fading procedure. But to create really immersive sound design and musical interactions we need more functionality and more upfront features.

  • You are most welcome!

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  • Hello crellia ,

    You need to set the "Unbounded Scrolling" property to "Yes". This can be found under the Layout Properties. Just click anywhere on an empty part of the editor and the Layout Properties will appear on the Properties bar (I like to think of those bars as "Panels", but C2 is referring them as "Bars", like the "Status bar", "Object bar" etc...)

  • sean Noonan , yes, that is something I notice too, and I think that is more likely to happen with the "Jump-thru" behavior and less often with the "Solid" behavior.

  • That did the trick! Nice one, thanks Ashley !

  • Tombufa , you could use unbounded scrolling to have infinite layout size. This option can be found under the "Layout properties" (just click anywhere on an empty space and the preferences for the layout will appear on he properties panel (or bar as it is called within Construct 2).

  • The truth is that with in the editor there is some antialiasing that isn't applied when previewing in the browsers. Hadn't really noticed that before!

  • TiAm , you are right about IE. I think that it's also about people's habits and preferences. In my case, I do all my browsing with Firefox, ideally I would have wanted to play/run the games also with in Firefox's environment. As it is right now, since Chrome was and still is way ahead in audio issues, I use only Chrome. And since I detest for some reason IE look and feel, I only use it just to be sure that it will be able to display correctly what I am doing. When I publish something though, I always recommend Chrome for best user experience.

  • Colludium , I think that Chrome having better overall performance (despite stuttering) is common for the most cases.

    As for your old sony machine and its poor performance, while I understand that older and weaker hardware can't simply perform as well as newer and more powerful machines do, I believe that the phenomenon that we describe can't be related just to plain horsepower. If indeed it is, then this is truly disastrous for HTML5/browser based games, because my system (for example), while quite old and underpowered by today's standards, can still run Crisis 3 at high settings, so our examples should look like a joke in comparison, considering that the CPU and GPU usage is pretty low while I test them. Also, this inconsistency in performance between browsers implies that the issue has to do with the software side of things.

    As for the recycling, I am positive that it helps to gain calculation power out of C2, but at least in our case the difference shouldn't be noticeable, there just ain't enough stuff happening to strain the machine.

    TiAm , I feel the same way, like I am not alone on this, but on the other hand, what can we do? This looks like it is inherently depended on the way browsers work. Let us hope that this is something reasonably easy to fix/improve and that our collective experiences written here and elsewhere will help the developers to do just that!

  • Colludium , thanks for the new test! I am experiencing some mixed results, I wrote about it on the other topic.

  • Ashley , you mean that it can cause games that run on other monitors and have 60hz refresh rate to drop frames???

    Colludium , I can't really tell if there is performance improvement at the beginning in this new test. It feels like there is, but maybe I just want it to be there. What I clearly notice now though, is something that Rayek mentioned earlier and it's very evident in your example now! In both Chrome(also in node web-kit) and IE 11, after the initial jerkiness settles down, there is a recurring stuttering period that lasts for a few seconds and repeats after 7-10 seconds. So, after you run the layout there is a pattern that goes like this: 1) Bad frame rate and intense stuttering for a few seconds 2) A buttery smooth experience that brings tears in my eyes and lasts for 7-10 (give or take) seconds 3) A continuous jerking period that lasts between 3 and 5 seconds (again, give or take) that evaporates those tears 4) repeat steps 2 and 3... In Firefox on the other hand, the damn thing is a stop motion fest, I can't believe how bad it runs something so simple.

  • Running GeometriX 's test I get more than twice the particles with 60 fps with the repositioning method. So I guess there is actual benefit to try and recycle the same Sprites.

    It's very useful to know, thank you all!

  • Danwood ,

    This is great work indeed! I am particularly impressed with how well different elements blend together to form the visuals. Like the grass and the dirt, the mirage effect of the heat, the shadows from the clouds, the sun reflection on the ponds, the rain... And this is only the visual part. I can't begin to imagine how you put together so complicated interactions!

    Bravo!!!

  • Lunatrap , at first I was like "whaaat?" but then I realized that the embedded dropbox player destroyed the framerate for some reason, so I downloaded your mp4s, imported them into After Effects and checked them frame by frame. And you are right, after 5 seconds or so there is no stuttering at all! However, your recordings are only 14 seconds long and this phenomenon seems to be of a sporadic and unpredictable nature. Perhaps if you let my example run 3 or 4 circles and on Colludium's example run through the whole layout back and forth (end to end) a few times...? Maybe there just wasn't enough time for the problem to occur in your system.

    Rayek , ok I see. I did play Dust: an Elisium Tale recently (it's an amazing game btw) and it run buttery smooth. I believe that the guy who made it used microsoft xna (?) to build it.

    My video card is an Nvidia GeForce GTX 660 Ti by Gigabyte. The CPU is an old Intel Core2 Quad Q9550 overclocked to ~3.7Ghz and there is 16Gb of ram installed on my system. I also can play most modern 3d titles with no fps dropouts, unless I push the settings to very high in which case I do get low fps, I guess due to CPU bottleneck.

    Ashley , I've just noticed that windows say that my main monitor runs at 59Hz (it's a Dell u2711). There is an option for 60Hz but windows always reverts it back to 59. I did a search about it and I found this article ( http://en.community.dell.com/support-fo ... t/19458185 ) that says that the monitor run at 59.94hz and this is a windows bug. However, I always view my tests on a browser that sits on my Cintiq 12UX which acts as a secondary monitor and runs at 60 Hz. Is it possible that this 59 Hz thing causes syncing issues on my system?