nimos100's Forum Posts

  • Im using r132 and i updated the driver not long ago. I also tried to reinstall construct 2 yesterday and run the update graphic driver option during the install, and it said it was up to date.

    However i did a test with an empty project an a number of spinning cubes. Which each consist of either 500 or 1000 frames. For a total of 8500 frames.

    It seems that, at least my Chrome cant handle that, as some of the cube might either render black at the start or disappear suddenly while the program is running.

    Checking the Javascript console, it write the following. (There are suppose to be 3 more cubes in the screenshot, but they disappeared)

    Chrome javascript console

    I have added the capx here if you want to try and see if you get same kind of error, since there are so many images in it, its about 40 mb.

    Capx

  • I have looked at some different options for publishing my game. And saw the chrome web store, and thought it might be a good place to start.

    I read the tutorial on how to publish there, and it seems pretty straight forward. But i tried some games there and can see that they all run in fairly low resolutions (800x600 or something). However i made my game to run in full screen (1680x1050) and now im in not sure it was a good idea in regards to the chrome web store.

    So would it be better to aim for a lower resolution than that, maybe 1024x768 or 800x600?

    Also my current plan is just to add some Ads to the loading screen or something, and hopefully make a few bucks on that. But havent really spend a lot of time looking into this area. But as im already running another website, which is connected with google adsense, does anyone know if its possible to hook up a loading screen with ads to your an adsense account?

    Also it worries me a bit that i cant preview my project in chrome as all graphic is black, and then have to export it to there web store. As my experience is that things doesnt always look as you thought in the different browsers.

    For instant i exported it as an html5 and ran it in internet explore, which lag so much that it was useless. Also the buttons were jumping around.

    I then tried it in firefox, where it ran fine, however the sound is bad, due to it now being able to handle looping sound.

    And chrome couldnt even load it, which is a bit scary :D

    Also tried exporting to chrome web store, and that give same results. I dont really feel like adding something to there webstore, that i cant even load my self.

    So at the moment im a bit confused, regarding what to do. So any advice would be appreciated.

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  • Screenshot

    I cant edit my posts, just get a 500 server error, but this should work.

  • I have updated my drives a few days ago. And it havent always been like that, it just suddenly happend.

    This is what it looks like, first its black except the buttons. then this one shows up.

    Which seems to be the Exit buttons graphic zoomed way in, but the 4 small black squares are graphic and the background is also a sprite as well. And have nothing to do with the exit button that it shows, for some reason.

    <img src="https://www.dropbox.com/s/iurx1is9ev9s383/Image_test.jpg" border="0" />

  • Im pretty sure it were my own fault, as i had added the effect to the family and therefore all objects. I have now changed it so its a layer effect and it works a lot better.

    However i tested my game in chrome and suddenly some of the images wouldnt load and just turn black. I saw another one posting about this problem and you mentioned that it were a bug in Chrome, because he had to many objects, think he had 6000. However i dont have that many. But do you know if there have been made a solution to this problem, or a workaround?

    As Chrome seem to be the only browser capable of running the game without other side effects.

    In internet explorer sound and music wont play at all. And the graphic quality seems to be a lot lower than with chrome.

    In firefox sound doesnt play correctly, meaning that it doesnt seem to be able to handle looping sounds correctly. However the graphic quality seems fine. But it seems to use more CPU than Chrome. However it runs without lagging so at the moment i use that, but would prefer chrome if it werent for the missing graphic.

  • The other, which is a kind of middle ground, is to put all of your objects on the layer and then apply your black effect to the layer, not the objects. This way, it processes the effect once over a larger area instead of potentially 500-600 times with how your were describing.

    Yeah thats what i did, i added it to the family, which probably werent a good idea. However i didnt expect it to update the effect every tick, but guess it doesnt that. Hence the bad performance it gives.

  • I might be wrong but it seems that these effects are cpu based, and therefore the performance goes with them. So as long as you dont use them it can handle a lot more.

    Its not really a problem for me, as i can just make the shadows as you suggested, and that what i will do :). But i was a bit surprised that the impacts on performance these effect have are so servere, that at least to me, they are completely useless. As i really dont like any type of performance drops when i play games my self, so to make one that does it my self, would be really bad :D.

  • Did some more testing, and cranked up the amount of objects and it seems that also the black and white effect have a huge impact on performance. Whether its all the effects that have such impact on performance i dont know. But seems that if you just dont use them its a lot better. This are the results i got, for those that cares, or have similar problems.

    Effect: Black and white

    Total objects: 3240

    CPU: 0,78

    FPS: 15

    Total objects: 3280

    CPU: 0,8

    FPS: 15

    Effect: Black and white and blur horizontal and vertical

    Total objects: 3287

    CPU: 0,98

    FPS: 6

    Total objects: 3371

    CPU: 1+

    FPS: 6

    Effect: None

    Total objects: 3280

    CPU: 0,25

    FPS: 60

    Total objects: 3267

    CPU: 0,25

    FPS: 60

  • Hi

    Im working on a game, and i have a lot (well not really, i think) of objects, in the game that are part of the scenery, Such as trees, rocks etc. These objects doesnt do anything, and are not checked every tick for anything. However i decided that i wanted to add some sort of shadows to them, so i made a copy of them and gave them a black and white effect, and lowered the opacity, and its ok, nothing fancy.

    However since these are sprites as well, it will make the amount of objects go to between 1300-1550 in total, at the moment, and thats when not all objects have shadows. However it seems that construct have a hard time dealing with this amount of objects, which is pretty annoying as it puts a lot of limits to things you can do in my opinion.

    I have been really careful to make sure, that these objects are not tested or doing anything every tick, not that it should matter i guess. But personally i dont think 1300-1550 objects should be such a big problem for computers today, I have a pretty decent one, Intel I5 with a good graphic card and loads of memory, as i also use it to make 3D graphics with. But to see it starting to crawl on a game this simple is a bit disappointing, compared to other games i can run, without any problems.

    Are there anything that can be done about it, or is it simply that construct 2 engine is just not capable of handling more than around 1000 sprites decent?

    On a side node, i started by adding blur effect to the shadows as well, and that seems to really have a huge impact on performance, so had to remove it all together, as it went from bad, to really bad performance.

    The last test i did, it were with about 1200 objects, with no blur and it sometimes drop down to around 44 fps, even though nothing is going on in the game as its game speed is 0.

    With Blur effect and 1100 objects, it goes to 30 fps and occasionally goes to 58 fps for short periods of time.

  • As long as you only need to test a few globals it should be fine, but if you plan on testing a lot then i wouldnt use it either.

    But a way you can do it, is by adding a local variable or global, whatever suits you.

    Lets call it:

    Lowest_value_found

    Then you add:

    If G1 < G2 Set lowest_value_found = G1.value

    After that you test the next one against than value.. so:

    If Lowest_value_found > G3 then Set lowest_value_found = G3.value

    and then you continue.

    I dont think there is a way to loop through Global variables, so using this method is really bad if you have to test like 1000s, as you would have to do a lot of tests. Then you would be better off, using an array as already suggested. If you dont like arrays you can do it with a list as well.

  • OMG how can i have missed that <img src="smileys/smiley9.gif" border="0" align="middle" /> , well thats just perfect.

    Thanks <img src="smileys/smiley32.gif" border="0" align="middle" />

  • Hi

    Think it would be a good idea if it were possible to organise your objects a bit better.

    For instance what im thinking is when you press "add action" all your objects are added in a huge pile making it a bit confusing if you have a lot of objects.

    So a feature where you could add objects to categories or something so you could easier find them would be cool.

    To give an example, i might have a scoreboard containing a lot of graphic, texts etc. If i could add all these to a category called "Scoreboard". And doubled clicked it, the object viewer would only show objects belonging to that category. Think it would make it a lot easier to find and know which objects were used on the scoreboard, without having to scroll through a long list of objects not relavante for what im currently working on. Would also make it harder to accidently pick a wrong object, which name might remind of another one.

    As i see it, it should be purely for organising objects.

  • Hey

    I have added a save and load function to my game, and it works fine as long as the user doesnt close the application.

    But i have a problem when i open the application to find the names of the save games, so the user can select them from a list rather than having to remember the name. I have looked at the webstorage, but i dont like that if the user clear his local storage the games are lost. I would like it to be more solid.

    Anyone know how or even if its possible to do it?

    Thanks

    Dont know if its part of the minor things you want to add, but otherwise the ability to create a specific object in a family would be a really nice improvement.

    All the ideas sounds cool, but have to go with the debugger.

  • Hi Just wondering how people make huds, as i find it a bit time consuming if there are lots of stats, so wondering if im doing it the smartest way.

    The way i do it currently is i have a sprite that acts as the background for the hud. And all the stats (text, buttons etc) on top of that and add all of them in a container. To align all of them so they appear correctly during runtime, i add imagepoints for each stat, and position the stats when they are created in the game. However since design time and runtime doesnt look exactly the same, it means that i can only use the design time as a reference to align the stats somewhat correctly, but to make it 100% correct, i have to run the application over and over to check if it also is.

    So are there any other way to do this easier?