ome6a1717's Forum Posts

  • Burvey - I've looked through my events like a hawk - I couldn't find anything that could even remotely cause an issue like this. I'm starting to think actually my capx is just corrupt. It's all pixel art and has around 48.9 mb used in the most intensive layout, yet saving can take upwards of 2 minutes, and even opening takes a minute or so. I have much bigger projects that don't take that much (and no audio is loaded into the capx yet, either).

    I did have a level editor that I copied from his capx into mine, so I'm wondering if something got screwed up there (as well as loading xml files from Tiled). I might try creating a new project and copying everything into that to see if it breaks anything.

  • Burvey - I can't use the debugger because the game shuts down when it normally would. I'll check the debugger but in theory there shouldn't be a limit (and I don't even know how you can create more memory with objects you're already using)

  • wizdigitech - that's the kicker. I'm running this on my 64 gb of RAM i7 octocore nvidia 1080 gtx machine. This will be a NW game for steam.

    Also to get my fps down I have to enable code that does a collision check 10,000 times every TICK for testing. That's why I'm so confused

  • Hi All,

    I unfortunately can't post my capx here, but I'm wondering what could possibly cause my game to crash every so often on the start of new layouts. In each level my CPU never really goes over 50-60%, memory has never been over 60-70 mbs. Object count can be upwards of 1000, but I have another game that has well over 5k-6k and that has never crashed like this. The game just closes and gives no warning why. It even crashes on boss levels where there are no enemies that have behaviors or any of that.

    When I tried to run it in Chrome, it finally gave an error saying "Chrome ran out of memory". I know that's not the case, because the other game that had thousands of objects has over 200-300 mbs of image memory per level and it runs fine.

    Has anyone else encountered anything like this? I'm kind of stuck and don't know how to test this since it doesn't happen every single time...

    *EDIT* It shouldn't matter, but I do have a tilemap with squares that has the solid behavior on it - is that a bad approach?

  • Hi All,

    Us at Frozen Flame Studios LLC. have developed an app on Steam using C2 called "Swatcher". The idea behind the app is to allow you select and organize your color palettes for your projects by selecting them through RGB, HSV, the color wheel, CMYK, or HEX code. Every color you choose or save will give you the RGB, HSV, CMYK, and HEX code accordingly, as well.

    http://store.steampowered.com/app/579920/

    We're currently running a 20% off new release discount - we figure this would be something to help aspiring (and professional) artists out there!

    Hope you enjoy.

  • You can temporarily fix it by turning off "preview effects"

  • andreyin - ahh that makes sense. I'll give it a shot - thanks!

  • So just so I'm clear, are you subtracting the pixels from the edge of the letter to the cell box? How would I use blackhornet's program with an already created spritesheet?

  • Is there a way if you create a spritefont manually (not from a normal font, so I can't use blackhornet sprite font generator) to determine the character width for each character? I have no experience figuring this out, and I'd love to not have to type the entire alphabet into a text box and manually try every single potential option.

    Any insight on this?

    Thanks in advance.

  • Hi All,

    I have a quick question just to confirm - if I add a behavior to a sprite and then disable the behavior, does that behavior still take up cpu?

    The reason I ask is that I currently have lots of sprite particles being created when you hit an enemy, and they all have the bullet behavior. I'm also doing an "on collision" check to make sure when they hit the wall/floors they decrease speed until the 3rd or 4th time they are hit. On the last time it disables the bullet and collision of the sprite (which works perfectly). However, the CPU seems to increase as the layout carries on. This could be attributed to the amount of objects (I'm making sure its less than 1k objects on the layout by deleting them if it's over), but rarely are more than 20 on screen at once.

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  • I'm actually wondering this, too (I still don't think this has been answered properly). I end up doing for each checks on things all the time and I certainly notice my CPU go up, but I'm never sure if that's really the cause.

  • briggybros - thanks for this, but if you add "set focused" back on return pressed, it doesn't solve the issue. I think this is just an HTML thing. The only workaround I can think of is to make it so you can open the textbox only when not moving.

    Thank you, though!

  • https://dl.dropboxusercontent.com/u/281 ... Issue.capx

    Here's a quick thing I put together. Just hold right arrow and press Return.

  • I'm trying to add a chat system to my game and I have a "if Right Arrow down" event to move my character. I also have a "on Return pressed" to bring up the chatbox.

    The problem I'm having is when I hold "Right arrow down" and press "Return" to bring up the chatbox, I force the character to stop in its current position. However, when I press "Return" again to send the message and close the chat box, the character automatically runs right even though no button is being pressed (as if once you are focused on the textbox, it ignores you releasing a key and keeps it down).

    Is there any way around this?

  • Ashley,

    Right, which is why I couldn't figure out why pinning an object to a sync'd object was creating so much delay. That's why we came up with going the message route.

    We tried to simulate 0.5 seconds of latency with ~x4 the normal packet loss and the game was playable for each player, but the other player was (obviously) teleporting all over the place. For our game in particular, I think it's more important that your character is completely playable instead of relying on the host. I know we're losing a lot of features from the plugin, but maybe it would be worth doing a 5th tutorial on advanced multiplayer techniques (syncing animations, pinned sprites, enemies with health, etc.)