NetOne's Forum Posts

  • chrome doesn't have smoothly variable dt

    which makes jank really obvious in chrome

    if you make a simple program that plots dt against time (or add one into your game) , then stress the browser/cpu/gpu you will see that

    chrome does only 16ms OR 33ms

    nothing in between !

    i think this is a major cause of people's performance complaints and jank / stuttering complaints

    as soon as chrome cant handle 1/60, or something fires up outside the browser, even for a nanosecond, it drops a single 1/30

    then you get a nasty jank (even if you are framerate independent it is noticeable as your game only has one 33ms frame as reference for dt)

    the more stressed chrome gets the more single 1/30s it starts droping, the more janks you get.

    also if you are running on old or weak hardware , for chrome then it is a constant tug between only two choices , 16ms or 33ms

    and it will be dropping those sporadic 33s or 16s in singles

    so even if you are framerate independent the jankyness will be really obvious on older hardware

    but running in edge everything always feels much smoother

    even if ultimate performance might not be as good as chrome

    you dont get the big janks unless you really push it

    i was wondering why this was and when I run the same plot program in edge I see that dt is constantly and smoothly variable

    if something kicks in that might affect dt edge is smoothly manoeuvring dt ,

    edge will even try to compensate by following high dt with a few dt less than 16ms if possible

    and if you are pushing it , or on old or weak hardware edge will try to maintain a more regular, but higher, dt

    making your framerate independent game a much smoother experience

    im not a tech guy so I dont know how, when where dt is managed or calculated,

    i thought it would be directly managed by the cpu but it seems the browsers can treat dt in different ways

    Ashley

    is this a thing or am i talking sh1te?

  • Chrome devs have been wrestling with vsync for some time.

    https://bugs.chromium.org/p/chromium/issues/detail?id=467617#c85

    this is just one of many threads regarding vsync, it looks like a very complex issue, especially if user is using two monitors with different refresh rates.

    last post there is 29 august

    and it looks like they are very very close to identifying why there are jank issues in some situations....

    i do recall when I first started using construct last year there was some serious jank issues

    however I haven't noticed any serious jank for some time. (maybe a little on start up, or if doing something heavy outside chrome) but nothing like it was

    Messed around for about 20 mins

    made a little shooty game.

    No issues like this

    surface pro 4 tried with official type keyboard no issues (using trackpad only), win 10 construct 3 r55 chrome v60 & v61

    Strange

    Ok , I was using last night (v55?) (Surface Pro 4 with Type Cover) but I had it docked and was using mouse (plugged to docking station). Had no discernible issues.

    Will try tonight a few alt configurations to see whats up....

  • Sorry I thought you were talking about in game saves.

    I'd assume c3 local project saves go somewhere similar. Currently I just use the download option for regular saves and backups, but I'm not using c3 full time yet still with c2 so can't really comment.

    Surface Laptop? or

    Surface Book? or

    Surface Pro with Type Keyboard?

    Surface Pro with other keyboard?

    I ask because

    1. Didn't think you could detach keyboard from surface Laptop.

    2. If you have Book then there are a lot of documented issues with keyboards not docking well and misbehaving.

    3. I've been using construct 3 on Pros with the type keyboards with no issues.

    4. If u are using other keyboard there could be blutooth issues. Also if using usb keyboard a usb cable touching the screen will set off touches.

  • Wait wait wait.. hold up....

    let me get this right...

    Im a bit slow at the best of times, especially when it comes to all this tech stuff.

    but newt & Ashley

    are we saying that if I make a html game and host it on a website, iframe or other,

    then anyone , eg in this case eddieone (btw happy that you are here commenting on this and offering to work with newt)

    can just come along and rip it and stick it on his own site and there is nothing anyone can do to stop this ?????

    (could we not at least write in a host ip check that could be in a specific build for each host ? suppose would be easy to bypass?)

  • will be slightly different for each browser and the last files can change up a bit

    if you are using chrome then they are in the chrome user "appdata" area

    eg for example if I run my game in chrome with the construct 3 net preview

    then the local storage is

    C:\Users\xxxxxxxxxxxx\AppData\Local\Google\Chrome\User Data\Default\IndexedDB\https_preview.construct.net_0.indexeddb.blob\1\00

    you can ppen with text and see the json

    edit - update

    i was just messing around with saving and seeing what happens in that file area and there is enough weird stuff going on with different files and folders there that I'm sure that mortal men are not supposed to see or touch anything there. i would say just stick to read write to it through the game.

  • Think Ashley has replied to the wrong post....? Either that or I am in the twilight zone

    Unconnected not sure what your question is.. "How does C2 select object with same instance variable value?"

    answer It just does

    your code

    "Compare Instance Variable. ObjectID = "Enemy"

    Create Text Object.

    Set Text Object.UID"

    will only ever show you the uid of one instance

    if you wanted text boxes created for each object with Variable. ObjectID = "Enemy" then use < for each > instead .... no? or am i misunderstanding?

    if you wanted to only select one specific one like the first or last pick based on UID im not sure I would depend on what ever ends up in a text box from the unknown inner workings of construct

  • Resolved in 55

  • Nice man.

    Please keep the momentum, we need more shoot em ups !

  • Cheers man. The current patterns are kinda just there to make sure the engine works.

    But once I got all the other stuff like backgrounds, menus , bullet patterns, music / SE and a million other things, I will return to put all together with some proper cool enemy patterns

    ... although at my current rate of progress I can’t ever see that happening….. I will carry on though doing a bit here and there when I can it should take form at some point in the far distant future…..

    BTW checked your YT link, your game looks awesome, I will definitely try ur demo tonight, (cant at moment am at work)

  • Haven't touched this for over a month so not much progress,

    but tonight, after a particularly bad few games of Overwatch. mainly caused by a fxxxkin Hanzo fxxxking xxxxxxxer

    (blizzard you need to sort out hanzo ffs, dude dosent have to aim and can one shot anyone from the otherside of the map without aiming....

    I decided my time would be better spent work ng on a way to do scrolling background.

    this is my first try, it kinda looks like i want it to but its not working well behind the scenes also its all using the same 9 512x512 sprites repeated semi randomly and scaled so the back line is about 150 sprites long which is not very performant. but the idea is to replace with clouds and cities etc...

    also messing with tinting the game layer for a day night effect. maybe use we'll see

    https://drive.google.com/open?id=0B6AQ9 ... 1hIbTgtNE0

  • Log into C3 (top right corner) with same account as log-in for this forum.

    That is what I do anyway.

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  • As I intend to move to C3 in the future I am testing every C3 release for compatibility by importing and running my (in work) C2 game.

    Since C3 r52 (TBC) I have had been unable to run my game,

    the game imports without issue but when running I am getting a "rasterised" and stretched first screen then nothing works.

    I have been trying to recreate this directly in C3 without luck. And have spent hours deleting stuff from the C2 project to identity what is causing but no joy. I think it may be to do with additive or tinted layers (as if I try an earlier iteration without the tinted , additive layers all works well) but cannot confirm this as removing them directly from the latest C2 file does not solve the problem.

    I will continue to investigate but I was just wondering if anyone else has had any game breaking issues after importing to C3 from C2?

    Cheers