martiin's Forum Posts

  • Turning unique icon caching off makes it slow but stable on 150%, hooray! Thanks for the detailed explanation

  • Any suggestions please?

  • Problem Description

    I use a 4K screen on Windows 10, with 150% DPI scaling.

    I have lag/glitch/freeze in C2 event sheet with my main project (5000+ events).

    On 100% DPI scale everything is perfect. Tried to force C2 to run without DPI scaling, no success.

    No similar issues in other softwares or with smaller Capx files. I tested an older Capx with just 2500 events, it's laggy but no glitches or freezing.

    No special plugins are used. Reinstalled C2, updated Windows and Nvidia drivers, no difference.

    Observed Result

    • The whole C2 is laggy overall
    • Missing icons and input boxes in event dialogs
    • After 1 to 3 clicks in event sheet C2 goes unresponsive and it freezes. Sometimes Windows Gui gets laggy too and must be restarted.

    Expected Result

    Run C2 on 150% DPI without glitches and freeze,

    or run C2 on 100% while Windows DPI is set to 150% for other softwares.

    Attach a Capx

    No Capx because this affects my main project file only (5000+ events). Screenshots instead:

    hedrongames.com/files/bug.png

    Steps to Reproduce Bug

    Step 1: Set Windows DPI scaling from 100% to 150%. (btw. this affects C2 only after restart)

    Step 2: Run C2, try to add or modify an event/condition/action.

    Step 3: In a few steps, the mentioned problems occur.

    Affected Browsers

    No browsers involved.

    Operating System and Service Pack

    Microsoft Windows 10 Professional (x64) Build 16299.125

    Construct 2 Version ID

    construct2-r252, same happened in older versions too.

    Thank you.

  • Well you could estimate it by counting the number of instances that would be checking for collisions.

    The expression for that would be .count.

    I suspect that we don't have one for collision checks for the reason I stated above.

    Thanks, i'll try it out

    Can i filter .count only to the instances that have collision on?

    And if i add the .count of Monster, Bullet and Solid families, i get a bigger number than the actual collision checks because each 3 family affects the other 2, right?

  • I would point out that a collision check is not a collision.

    The triggers don't apply to all instances, but just those that have collisions, and not the check itself.

    You would need a for each to measure that, but it's a terribly wasteful method.

    The debugger shows the number of checks however.

    Ah yes, you understand my problem.

    So there is no way to work with collision checks, only with debugger?

    I hoped i can create a small graph to see how it changes while playing...

  • > So i'd like to count the average and highest collison checks / sec, but didn't see an expression to measure collisions. Am i missing something?

    > Thanks!

    >

    well, you have "on collision" condition trigger and variables, and "time" conditions, "timer" behavior.. so i think you can do it easily.

    Good suggestions, thanks

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  • So i'd like to count the average and highest collison checks / sec, but didn't see an expression to measure collisions. Am i missing something?

    Thanks!

  • Thanks guys.

    facecrime: would you suggest more spacious areas or more responsive controls?

  • Hi Crytexx, thanks, we are working on it with brother, completely in C2. Let us know if you still have problems with the zip...

  • Hi all,

    We've been working on Planet Strike - Autofire for years and finally reached the alpha phase. It's a 2d top-down arcade shooter currently available for Windows.

    It would be great to hear some general feedback from you.

    Download the zipped exe here:

    http://hedrongames.com/planetstrike-alpha

    If you have a few minutes please fill out our survey:

    https://goo.gl/forms/lUobsV3SbdsasIZU2

    Controls:

    move: ASDW or arrows

    boost: E or SPACE

    choose ship: 1 2 3

    next ship: Q or TAB

    fullscreen: ALT+ENTER

    F6: survey form

    F7: send instant feedback

    Gamepad supported.

    Thank you!

  • > C2 v227, NW10.5

    >

    A lot of bugs have been fixed, also several performance improvements can be found in the newer NW.js versions. There's no need to stick with the old 10.5 version any more. Try updating your NW.js, it will probably fix your problem. https://www.scirra.com/nwjs

    I measure significant performance difference between 10.5 and the new version.

    Btw. i've found a workaround for my toolbar problem: Exported project as Html5, and packed with Nodebob. <img src="{SMILIES_PATH}/icon_e_wink.gif" alt=";)" title="Wink">

  • sqiddster

    Just tried an export from r200, works fine for me. My 32 bit binaries are all 10.5.

    Thanks it's running fine, but i have a browser toolbar above the game. Any idea how to remove it? Thanks!

    C2 v227, NW10.5

  • Work in progress

  • Thanks, we make a try...

  • Thanks for responses.

    We use Rex plugins because they cover most of the functions we need for a board game. But our problem is not based on these functions.

    The question is, how to make a chess selected and moved in a turn-based mode?

    One turn: the first click picks a chess, and the second click on an empty tile moves it. But how to make a chess picked?

    That mentioned chess source code would be very useful, but we found only a Construct1 version of it.

    Sorry if we ask something trivial.

    What do you think? <img src="smileys/smiley1.gif" border="0" align="middle" /> Thanks!