3030's Forum Posts

  • Downgraded project to 173 and the issue is not present when i export, so this is definitely something that was introduced in 174 (i know someone else posted about it re: 174).

  • thanks a lot - doesnt fix the issue, unfort. but this is good info.. thank you again.

  • maybe a corrupted sound? try re-importing them a small batch at a time (4-5 at a time) and keep exporting to see if Node-Webkit breaks in a certain batch, then you can narrow down the culprit.

  • Problem Description

    Building an OSX node-webkit build of *any* capx game, including the demos, results in a game where ALL input is delayed by a number of seconds.

    Attach a Capx

    Use any of the included demo/tutorial games that require input (eg. Platformer)

    Description of Capx

    Any input-driven capx will work...

    Steps to Reproduce Bug

    • Step 1: Build Nodewebkit Export of game.
    • Step 2: Bring game to OSX
    • Step 3: Run game & try to control

    Observed Result

    Input lags massively.

    Expected Result

    Input does not lag at all.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Only Node-Webkit and only on OSX. Windows EXE file is fine.

    Operating System and Service Pack

    Windows 7 to build, OSX Mavericks to run.

    Construct 2 Version ID

    Beta 175

  • lol newt

  • can you pass your capx?

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  • I am receiving feedback on this as well. I can run game in browser overnight no prob. Running it as nodewebkit build will lead to an eventual crash. Its frustrating because i cant run profiler tools / debugger on nodewebkit export which is the only place the problem is happening on. Looking at debugger in the browser/preview doesnt help because it never crashes there.

  • Yo, lemo - can you tell me how you did that? I want to try and see if it fixes another issue im having with my nodewebkit build not working properly on OSX..

    Thanks man.

  • I am now getting this after updating to 175

  • say what?

  • i have no lag on export to nodewebkit for OSX. keyboard, mouse and gamepad entry operates as expected.

  • Cool thanks, trying to think if there's some way I can simplify / make sure im not checking for all that stuff every tick. Maybe ill see if its on screen first. then Check collision...? Maybe im overdoing it.

  • Also just noted this in the manual for "Breakpoints":

    Note that Construct 2 bails out of events early if any condition is false. This means a breakpoint on the second condition won't pause the game if the first condition is false, since Construct 2 will immediately skip to checking the next event.

    So that kinda answers my question anyway, since it wont be checking all 4 of those every tick, correct.. it will never get to them because:

    • First i need to be overlapping a plant
    • THEN that plant needs to be hasSprouted = 0 (so that eliminates a majority of any future checks right there)
    • THEN I cant be crouching, so that cuts the check down also
    • THEN I have to be not teleporting
    • THEN I have to not be over a Henge, so finally it checks if im colliding with a Henge---but does it actually do a collision check here?

    Is this all right so far?

  • Does checking for an Inverted "Is Overlapping Object" (ie is not overlapping object) count as a collision check?

    Could this chunk here be any better written?

    Thanks dudes.

  • Oh wait you want the enemy to die when you land on it? Like a Goomba / mario enemy? You mentioned you want to kill it when you jump "Over" it so i ran with that. Sorry.