Nabu's Forum Posts

  • Ok. So I've read topics about Chrome performance and vsync. My knowledge is not sufficient enough to fully understand all of it. But I came across this thread : .

    And found this, said by Solomon : "If windows 7 u need to turn on AERO for the vsync to kick in when in desktop."

    After switching from Classic Windows theme to one of the Aero theme, everything runs smooth.

    I'm a bit surprised though. I've spend many hours trying to find the source of the stutters. Sorry for the previous topic Ashley, I didn't know where to search.

  • If you run it with Chrome, do you notice something in the performance debugger ?

    Maybe it's system specific, but Chrome and graphic drivers are up to date.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Problem Description

    There's a lag that occurs approximately every second.

    Attach a Capx

    https://www.dropbox.com/s/qf87ag97hxf1k ... .capx?dl=0

    Description of Capx

    Just a player sprite with 8 Direction and a tilemap with Solid behavior.

    Steps to Reproduce Bug

    Walk around the layout, especially in orthogonal direction because that seems to make the stutter more visible.

    Observed Result

    Regular stutter. In big project it is associated with calls to "Recalculate Style" and "Layout" in the chrome performance debugger. In this project, is it less visible but there are regular frames at 19ms. There are also regular calls to something called "reloadpoll" that appears under network in chrome debugger.

    Expected Result

    The project is expected to run smoothly

    Affected Browsers

    • Chrome: (YES)

    Operating System and Service Pack

    Windows 7 sp1

    Construct 2 Version ID

    r254

  • Ashley,

    I can send you a simplified project via MP, but cannot post here because it's a big project that I can't share with everyone. I provided a screenshot because that's all I have recorded as an evidence of something wrong. Can I send you my project ?

  • Ashley,

    I did many tests to find what cause this on my project and found nothing. I can make a simplified version and send it via MP.

  • That's probably because the enemies are moved with the Pathfinding Behavior directly while having 8 Direction activated. When they collide, the Solid Behavior set their position so that they don't overlap. This may cause the "teleport" problem. You should use the 8 Direction to move the enemies along the Pathfinding nodes (with an instance variable to to keep track of current node).

  • Wo, thanks. I don't have children. May I keep the blessing part for me and get the rest in cash ?

  • I just edited the link.

  • Hello, heres a small example : https://www.dropbox.com/s/xgdj8i1s985op ... .capx?dl=0

    You can surely do the same differently. It shows three way of moving, 8 Direction, Bullet and Pathfinding

    Edited : link updated.

  • Changing origin point for a sprite to do this is not the best thing. Further sprites won't spawn at exact position and you have to test many times to set your sword position correctly according to the shift.

    I suggest you to use the Rex behavior Pin to Image Point for your sword with a image point on your character sprite as dop2000 said and then mirroring your character and the sword should work.

    Link to Rex behavior Pin to Image Point : https://c2rexplugins.weebly.com/rex_pin2imagepoint.html

  • Hello,

    Can you send a small capx so I can take a look ?

  • Hello,

    You should start by looking for the Canvas or Paster plugins to draw something directly. The brushes could be a sprite with brush shapes as animations that you can switch and scale for size. To have different colored zones like your example, you could split a drawing in parts checking for overlapping with mouse,

  • When you do directly in actions :

    • Create instance X on layer A at (x, y)
    • instance X Set Bullet angle of motion to x degrees

    It works too. Is takes into account the last call of "Create Instance".

    So you can do this twice to have two objects with same properties.

    Or do this :

    Repeat x times

    - Create instance X on layer A at (x, y)

    - instance X Set Bullet angle of motion to x degrees

  • Hello,

    The Tiled Background doesn't support animation, neither Tilemap.

    But I just saw this tutorial : https://www.scirra.com/tutorials/1352/animated-tilemap

    And this topic where some workarounds are detailed : animated-tiles-using-s-p-a-w-n-s-p-r-i-t-e-s-functions_t174105

    Alternatively you can spawn sprites of animated water at visible water location on top of your Tiled Background, like every x seconds, that are destroyed at animation end. Or you can apply WebGL effect like "Water" or a kind of distorsion on your fixed Tiled Background.

  • Problem Description

    Regular stutters appear at almost every second.

    Chrome debugger shows that's related to "Recalculate Style" and "Layout". That seems to be the CSS pipeline, like a forced recalculation while changing the width or height of a DOM element. I use no HTLM element in C2 editor, nor I use any CSS at runtime.

    What I saw in Chrome debugger :

    https://www.dropbox.com/s/yxuz5avxojhhx ... e.png?dl=0

    Affected Browsers

    • Chrome: (YES)
    • NW: (YES)

    Operating System and Service Pack

    Windows 7 sp1

    Construct 2 Version ID

    r252