Nabu's Forum Posts

  • Thank you Prominent for your complete answer, I will try all of it.

    Another thing maybe : have you already made some bandwidth tests for a multiplayer project ? If so, what kind of project and what amount of data transfered ?

  • Wooo, it's nice ! I just found some effects like bullets and explosions to be... hard to explain. The sprites seem to have a resolution too big compared with other things like player ship, enemies, bosses and city decor that are more united.

    Some things :

    - Clouds could (could cloud colud coudl cuodl...) have a smaller palette with more contrast.

    - The explosions could have brighter color and more contrast, and additive effect with background.

    The game seems really cool to play, fast paced, with a dynamism that reminds old crazy shooters, like Thunderforce. Music is space funky, like you're a knight of the sky in the future sliding on the horizon. And your kids contribute ! And you have a new house !

    Well done !

  • Post a project or explain a bit more if you want some help.

  • Hey, here's my dropbox link to it dropbox.com/s/0ipysubu1bwm6no/roguelike.zip

    Don't know if it's the last version because no link were moved from old to new forum appearently

  • Hello, few question about the Multiplayer plugin,

    1. Does the built-in plugin handle immediate reconnection to the host when kicked for no reason or disconnected for timed out ? I've read people had problem with reconnecting and made request for the plugin to reconnect himself from inside C2 code.
    2. How to recreate synced objects that have been destroyed after long timed out and synced them again properly ?
    3. And how to re sync objects between host and peer for a peer that manually (by C2 events) reconnects to host after being kicked or disconnected ? Do I have to recreate objects or does C2 respawn all synced declared objects when a peer connects ?
    4. My project is a real time RTS with 4 players max (1 host and 3 peers) with lots of objects synced and few peers. I did optimize and minimize the data transfered and synced objects. I tested outbound bandwith from host to peer with like a hundred synced objects and ponctual game events sent as messages and got at most 32kB per seconds for 1 peer (so 96kB/sec with game room full). It is suitable ? I tested it online and game is smooth but I encountered not so rare objects desync and disconnection.

    I hope it's clear enough :)

  • TheRealDannyyy, for me it's only Chrome version since 66, so NW.js since 0.30. Thank you for digging further and sorry for not being able to reproduce with a simple project. I tried many times to play lots of random sounds and check CPU usage but the problem only appears in my already big projects that worked fine before Chrome 66.

  • Thanks for the tips, as I experienced the same de-sync on peer objects and didn't find any information anywhere else. Is Construct 2 having less bug fixing that before C3 ? Just a question, no joke.

  • Hello,

    Any news about this ? I'm still stuck to NW.js 0.29 with Chrome 65 due to the audio memory leak. It's been three months now. Any tips on the problem or something that can be avoided ?

    Edit : I just found a specific workaround. I was playing lots of unnecessary sounds at layout start, like 200, from function calls during game set up. So I set the sound silent at first, call all functions and then toggle the sound not silent. Then the sounds played further during the game don't trigger the memory leak. It seems that playing too many sounds at once does trigger the memory leak, so it's wise to reduce the number of sounds played at once with the sound tag and a global variable.

    Edit : No way, the problem finally occur after several minutes of playing various audio...

    Ashley ?

  • Wo... well I don't know...

    You mean that an empty project have FPS drops under every browser, preview or export ?

    I think you should try the same project on another computer to compare. Performance issues usually starts when updating too many objects every tick and reflect no optimization or mis configuration. Or at last a system specific problem, look at the graphic drivers, the audio codecs, try a clean install, etc...

    You can post an example project if you want people to test it.

  • Hello,

    Several questions :

    - Do you experience this on every preview browsers ?

    - Did you test it under export, NW.js included ?

    - Have you got two graphic cards, dedicated and integrated one ? If so you should set the right one for each program in your graphic configuration.

    - Do you develop from a laptop computer ? If so, verify the power settings. Sometimes it switches to low power settings if plugged/unplugged and send less power to GPU and CPU.

    - Do you have a lot of iterations through objects (loops) that occur each tick in your C2 project event sheets ?

    - Did you look at the number of objects being created while debugging ? Maybe some objects are not destroyed.

    - Are you on Windows 7 and not using the Aero (graphic interface) ? Rare cases where it prevent from using graphic acceleration.

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  • Hello Ashley,

    I experienced some weird things since the Chrome 66 update, like high engine CPU usage that goes up until 75/95% and causes Audio sounds to not stop, you can't hear them, but they're still playing in the Debug window (I limit sounds to a certain number in my project so there's no more sound at a point). I can't reproduce it in simple project but I can say there's no problem when using NW.js 0.29 (Chrome 65).

    Then I saw this topic, and it may be related to a memory leak or something of this kind. Sorry that I can't reproduce it with simple project and present you something according to the bug report guidelines. I only experience it on my biggest project. I can only send it to you via MP for you to compare between NW.js 0.29 and the newer version.

    Currently I stick to the NW.js 0.29 (for preview and export) for my project to work as it's available to customers on Itch.io and will be soon released on Steam. I've searched the forum for similar problems and found only this one, except for the many problems that occured with the latest C2 versions that are now apparently fixed. I've tried many things to reproduce, I also searched on Chrome forums, but this seems to be way beyond my knowledges. I only see my project not working as it was before, although I did nothing, just updated the NW.js and was forced to do so by the Chrome browser.

    Thanks

  • Thanks Naurgalen for your feedback. That with The Mnk advices are very useful. I'll change the UI a bit for the next build, especially the HP infos, for a Health bar. About its location, you said it's too far from where the player concentrates its view, but I can't see any other place that does not overlap with game element. Any idea by any chance ?

  • ,

    Thanks for your feedback !

    I'll try something with the tone difference to make the background/top more readable, good idea !

    About the shadow casting I let things as they were because it brings some movement in the scene, but it's strange you're right. A fixed shadow would be better.

    I did limit on head rotation cause I found it funnny, but will resolve it in further update. And the character rotation will be tested but it has to be not immediate for the positioning ingame keeps to be a tactical challenge.

    I'm ok with the character graphic style for now, as it's very low resolution and doesn't have to be realistic, and also I'm not a professional pixel artist, not at all ^^. But the link you gave is very useful, thanks.

    And what is the white bar you're talking about ? Do you mean the application window top bar ? In the game menu, you have an icon of a gear that leads to options and a fullscreen button.

  • , thanks ! Did you try the demo ? How did find the trailer ?

    I can't find a way to mention your pseudo...

  • Hello everyone,

    I'm glad to present Ultimate Barbarian !

    Features :

    It's a 2D action game with RPG and Roguelike elements. You are a barbarian following a mighty quest in a classical heroic fantasy world. The gameplay in mainly based on bloody melee battles with a high difficulty and high rewards. There are many taverns across the world map, filled with drunken barbarians, sellswords and poor people looking for help. You can train yourself in arenas to prepare for the greater battles, do some quests to gain gold and magic items.

    Current state :

    The game is available in early access, but we're currently on update 7 and it's fully playable. The three main updates to the final version will add contents like items, weapons, environments and whatever come from the players suggestions.

    https://nabu.itch.io/ultimate-barbarian

    https://gamejolt.com/games/UltimateBarbarian/231622