Nabu's Forum Posts

  • TheRealDannyyy, thanks for the tips

    1 - Yes this happened with previous releases,

    2 - The sounds are preloaded.

    3 - Not rendering Shadow Lights didn't change anything.

    4 - I used render cells and still got stuttering.

    Strange this happen only with the dedicated GPU, and run smooth on the integrated one. Both 32bits and 64bits versions stutter. Maybe it's related to NW.js or Chromium. You can confirm you experienced no framerate drops ?

  • TheRealDannyyy, thanks for the reply,

    I just released a game in alpha stage on itch.io and found jerkiness problems with the Node Webkit export.

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

    Heres my specs :

    • NW.js 0.20.0, the last one
    • I7 3630QM 2.40 GHz
    • GeForce GTX 660m
    • OS is Windows 7 SP1

    The game has 20 to 200 sprites on screen with about 100 average, and some shaders. The stutters occurs about every second whatever happen on screen, in cpu intensive times or not. Average CPU usage is 30%, up to 50% some times, with less than 10% for the engine and the same for draw calls, the rest being logics. The preview under Chrome and HTML5 export works smooth on various browsers. Only NodeWebkit export is jerky.

    I found the stutters are almost invisible running the application with my Intel integrated graphic card 4000, although a lot more visible and annoying with the GTX 660m.

    I also tested the game exported with NW.js on a low end computer and it worked well and smooth.

  • Hello everyone,

    I got small but anoying stuttering about every second when exporting a project with NodeWebkit. I tested an HTML5 export and it works a lot smoother. I tested some things displayed on the first page related to vsync and single process but didn't help. My project has about 30% CPU usage all the time and I can't explain the stuttering.

    Any help on that would be welcome.

  • Problem Description

    Keyboard input sometimes not triggered, maybe keyboard released, or key down triggered itself.

    Attach a Capx

    https://www.dropbox.com/s/qnrbgqam9wkscjn/KeyboardInputBug.capx?dl=0

    Description of Capx

    A sprite with 8 direction movement behavior and ZQSD keys to move

    Steps to Reproduce Bug

      Play a little and randomly the sprite get stuck in one direction until you press the related key again

    Observed Result

    Key get stuck down until press a second time

    Affected Browsers

    • Chrome: (YES)
    • NodeWebkit: (YES)
    • FireFox: (NOT TESTED)
    • Internet Explorer: (NOT TESTED)

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    Construct 2 beta r241

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  • Hello everyone,

    I'd like to share with you my game, Ultimate Barbarian, just released on itch.io https://nabu.itch.io/ultimate-barbarian. It is an action game, with Roguelike and RPG elements. Made to be hard (hope so) and brutal. You can follow an main quest through different locations on a map in a fantasy world of Barbarians, train yourself in arena fights, buy weapons and enlist warriors to help you in battle, explore dark dungeons and find treasures !

    Video of current gameplay :

  • R0J0hound,

    Because it's tricky to fix it ? Or maybe you got no time.

    By the way, thanks for clarifying.

  • Hello,

    I'm having issues when pasting objects that have your Outline effect applied. When pasting, it draws black pixels around sprites outline. This only happens under Node Webkit export not preview as far as I know.

    Do you know something about this ?

    I found later that it may be related to Outline effect only, and not Paster, but I don't know.

  • Some kind of magic, thank you very much for your contribution !

  • Up ?

  • Hello,

    I was wondering how to make an AI for moving physics driven space ships. I thought of some things, like readjusting trajectory, compensating torque and trust, set velocity on target, etc... But I don't really know where to start. There gonna be small ships probably with dampeners to make them agile, and large ships with very different movement. Any suggestion ?

  • Hi maugiroe,

    The Construct 2 built in Pathfinding behavior does not work per instance, and has only one global map for everything. You have several add on plugins that may do this. I made a request for this but no answer yet.

  • Hello,

    rexrainbow, I'm doing some performance tests and I noticed that with your plugin I can decrease CPU usage of a heavy loop from 10/15% to almost 0. But it also increase the CPU usage of the C2 Engine. Is it normal ?

  • Hello,

    If you don't know the type of the target, you can create a family that includes all the targetable objects. And then you first pick the family by UID using the Turret Behavior's TargetUID, and try to pick one of the object with same UID.

  • Thanks 99Instances2Go, the plugin looks great. Hard to adapt an already existing project, but promising !

    Also thank you oosyrag for the advices.

  • blackhornet, I could make a little capx but it's more about ideas on optimizations for many units.

    Yes, thanks What I did and explained in my last post is very similar. But as I told it's very small improvement unless you have hundreds or thousands of units. It basically splits the amount of calculations, that remains the same, onto multiple smaller loops. Instead of having one periodic "big" stutter, you get small ones.

    I thought it could be a great optimization, but it's "only" a good little trick. Am I wrong ?