Lost my Keys's Forum Posts

  • AFAIK 0 becomes left (or top) and 1 is right (or bottom) of the screen.... screen which is rotated along with the sprite.

    Yeah.

    Yeah :\ So how can you keep the textures lightsource where the mouse pointer is, without the positions eventually becoming out of wack. Using MouseX/somelargenumber improves things, but isn't perfect, the more the mouse moves away from 0,0 the more the two become out of synch. Course use of the mouse was just to make the problem easier to explain. The use of it would be more along the lines of a player moving along with a torch, so it follows as it goes, causing the slight changes to the walls, floor etc. Which would add a nice extra effect to having a regular light effect on top of that.

  • > Turn v-synch off though and either using unlimited (not recommended obviously) or fixed, removes any lag. So it's obviously down to the v-synch in some way. Just a shame things look bad without it heh.

    >

    well, you set the fixed framerate to 120fps. when someone has 85hz monitor, ther will be visible choppy display. also, when I set fixed framerate to 60 fps (my screen refresh rate), the lag is still there. (i believe in 120fps, it is there also, but half as visible)

    >

    > Edit: Ok more testing and yup. Turn v-synch off and there's absolutely no lag whatsoever.

    >

    >

    nope. i set the vsync to "force off" in nvidia control panel - no difference sadly so for me to minimise the lag, the settings are "max pre rendered frames - 0, tripple buffer - off, vertical synchrtonization - use application setting/off/on - does not make a difference)

    i'm still using the v-synced display in construct, as using fixed or unlimited is bad - the way you see it, setting the app to fixed 120 lowers the lag, you can set it to 240 and lower it more, this is not the way to do things here also i'm not saying this is a construct problem, but still i'd like to know how to overcome it.

    The 120fps was just something I left it at, it works without lag at 60fps, 20fps, 900fps too. The point was, turning v-synch off solves the problem, at least on my end, and you can either build the game with it off, or let the user force it off via their control panel for their video card.

    I did read somewhere that machines that are too fast are the ones with this problem, and ones that are slower are immune to it. Which makes me think, when you've got everything on there doing it's thing, this is probably not going to be happening then.

  • >

    > > well, i think turning off the triple buffering AND setting the "max frames to pre-render" to 0 (default was 3 for some reason) lowers the lag A LOT.

    > >

    > Out of interest, where were those settings? Are they in your graphics card driver options? What make is your graphics card?

    >

    in the freaking "nvidia control panel". this said, my graphic card is nvidia geforce 9600gt. i was on 6600gt earlier and there was no lag, but i don't think this is the problem, i'd still bet on the triple buffering and th pre-rendered frames thing.

    I tried it and changing either of those made no visible difference (the lag wasn't bad to begin with for me, but could see it was there like others).

    Turn v-synch off though and either using unlimited (not recommended obviously) or fixed, removes any lag. So it's obviously down to the v-synch in some way. Just a shame things look bad without it heh.

    Download: No lag at all

    BTW even if enabling/forcing v-synch outside of construct. It still causes the lag. And a quick check on google shows many other games and setups that suffer from it. Fix? They suggest turning v-synch off too.

    Edit: Ok more testing and yup. Turn v-synch off and there's absolutely no lag whatsoever. It's not a construct bug or issue, it's a DirectX problem that apparently effects any game using it. The good news is even if you make your game with v-synch on. Someone could force it off in their nVidia control panel (I imagine ATI as well), and remove all lag if it's a problem for them. Regardless what you've set it as.

    And just to make the OGL nuts happy.. this doesn't happen in that.

  • > well, i think turning off the triple buffering AND setting the "max frames to pre-render" to 0 (default was 3 for some reason) lowers the lag A LOT.

    >

    Out of interest, where were those settings? Are they in your graphics card driver options? What make is your graphics card?

    I dunno about ATI cards, but there's settings for the render frames ahead on nVidia cards. You often see suggestions about changing them for games like Oblivion, to smooth things out or to help with mouse pointer lag. The triple buffering stuff is usually where the standard card quality settings are found.

  • Any idea what's going on here? The only way to slow it down is to divide the mouse x/y by some huge number, but even then it seems to be guesswork and the more the mouse moves away from 0,0 the further apart the light and the mouse coords get.

    Same happens with using a sprites position for the normal map light too.

    Download: here

  • >

    > > Well, recently I noticed a HUGE input lag. When you create a sprite (say 128x128 red square) and give it a mouse behavior it will always follow the mouse, but with some kind of lag. The same with keyboard controlled behaviors. Help, pretty please, anyone?

    > >

    >

    > Switch framerate mode to unlimited, just to see if it still lags.

    >

    nope, in unlimited mode it does not lag. but I don't think it a good solution :/

    edit: in vsync it runs on 60fps (lcd screen), my specs: athlon 64 x2 2,9ghz, 2gb ram, nv geforce 9600gt so I don't think it's a hardware related problem

    Nope it's not a solution and wasn't meant to be, but it narrows down the problem.

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  • Two instances of construct open. Both had been working fine, just screwing about trying different things. Closed the second one and went back to the first, went to make a runtime and got this error

    <img src="http://steamgauge.com/misc/construct/error.jpg">

    Happened each time I tried. Restarted it, worked fine again. Can't replicate it, don't know what caused it (I wasn't doing anything complex tho).

  • Well, recently I noticed a HUGE input lag. When you create a sprite (say 128x128 red square) and give it a mouse behavior it will always follow the mouse, but with some kind of lag. The same with keyboard controlled behaviors. Help, pretty please, anyone?

    Switch framerate mode to unlimited, just to see if it still lags.

  • Awesome! Works, thanks!

  • So according to the wiki, you put an object in another objects container, and each becomes a container for the other (very futuramaish). Then it goes on to say that any instance of one, will include the other, and anything done to one will effect the other. So using it's example of a tank and a turret. Everytime a tank instance is spawned, you'd get the turret in the right place.

    But it doesn't, you just get the part that's spawned, not both like it says you should. It suggests looking at the RTS example, but that's broken and wont run in the current version.

    So what am I doing wrong. Or are containers broken right now? Because they're certainly not doing what the wiki says they should be doing, in fact they don't appear to do anything. Bug?

  • The RTS example file is broken in this version and wont run (no idea if it worked in older ones, didn't look at it until this version was downloaded and installed).

  • Interesting theory.

    I may have to resort to something like that if I can't find the CSX file for the experimental online plugin. I have the CAP but no CSX.

    I'm wondering how fast this method could be? Also... it may run in to issues if there are a lot of users online... trying to figure out what messages are supposed to be used for whose character on what IP address etc...

    I'm tearing my hair out just thinking about it D:

    ~Sol

    It wouldn't work for anything that needed to be quick (shoot-em-ups requiring perfect timing probably wouldn't handle well with it), but adventure types could be ok, little mini-mmo's and the like. Though I suppose it depends how fast construct could parse the IRC log file for updating character movement.

    You'd not have to worry about IP's. Parsing the output from IRC would get you the time, their name and then whatever info was in their message. Something like (super simple example). Since you can't have duplicate names on any one IRC server, it would cover the job of IP addresses, and of course something like nickserv could be used to protect your characters name.

    05:49:32:Frank:024:189:897324:hey guys whats up:

    Using : as a separator, you'd get

    hour,

    minute,

    second,

    username,

    X coords,

    Y coords,

    set of numbers which would set how the player looks (if there's a choice of appearance) and could show extra's like item carried or something too,

    message written, if any.

    As for the problem of slowdown with lots of users. I thought at the time of using different IRC channels for different locations. It was easy enough I recall to change channels via scripts (this was all tested in mIRC at the time). So as you move around different locations in your game, your disembodied internet soul does the same in IRC. You could even limit channels to a max number of users, this would give a message if the channel was full, which construct could look for and inform the user in the game that the place is full too.

    Private messages in IRC could work fine for private chatting among players in the game, and perhaps also trading of items too, and some kind of 1 on 1 dueling.

    Unfortunately it was all worked out as a graphical chat thing done on the cheap. So there was nothing worked out to handle NPC's or proper fighting. But thinking about that now, the simplest way would be IRC bots, as they would update everyone at the same time, just like the players would. Keeping themselves in synch with everyone in the area.

    Storing player data - inventory, progress etc. Could be handled by another bot, just like many of them do for those generally annoying IRC gamebots that keep players scores. The only problem is something like this would generally not be very secure, and likely very easy to cheat on, unless the player output used in IRC was encrypted somehow. But that would be cracked eventually too.

    -

    Another method, which would be much slower and really only of use for turn based games, would be using the Get and Post tools, and uploading movement and changes to a website. That would work as-is for a two player turn based game. Or using PHP and a cron job, it could be made to handle more players as well as fancier extra's.

  • What if you tied it to parts of IRC? Was an idea I had way long ago, before modern methods had been invented, and everything was a lot more complicated and annoying. Basically special rooms could be used as the backend of an online area, but rather than people chatting in there, their messages contained coordinates and other useful info. That's all sent to logs as you know, and those are also timestamped. Each message sent by someone could include a brief message also, which could allow for basic chatting inside the game.

    So couldn't it simply use what amounts to nothing more than text files, to control the positions of various sprites?

    As for sending it to IRC. A simple script could be used to just send the contents of a text file, or something along those lines. Construct can read and write to external files. It's granted, a very basic way of doing it. But it would work for the more simple games, and the more basic RPG kind, or even just visual chatroom applications.

  • I just don't understand what it was that was causing Drule's game to stretch... I couldn't even get mine to stretch even though I was trying to.

    I can't say for sure but I got the impression he was trying to make it fill the whole screen no matter what resolution is used, but without extending the playing area to compensate. I personally wouldn't mind black bars at either side (or a tiled background, or even the name written down the sides in a fancy text), they wouldn't even be that wide really, and besides doing the thing I mentioned in an earlier post. You could use that extra space for the old Arcade machine look, when some of them had fancy overlays around and sometimes over parts of the screen to make them look nicer back when the graphics weren't that hot. I think Space Invaders did that for sure. Crazy thing is, it worked great too lol.

  • > So, you post 6 threads, won't do any of the challenges yourself, just expect others to do them and respond like a jackass whether it was deserved or not.

    >

    > Did I miss anything?

    >

    Calm down. There's no need for that.

    > Wow, searching the forum, what an inspired and well thought out suggestion, why didn't I think of that?! *rolls eyes* If you'd READ what I wrote you'd see that's where I got idea's for these, genius.

    >

    Or that. Let's leave the bickering out of it, okay guys?

    K, sorry

    hehe, this is the angriest I've ever seen this forum. Chill everyone.

    Haha oh great, now I feel terrible, lol