Potato's Forum Posts

  • Voted <img src="smileys/smiley20.gif" border="0" align="middle" />

    Zeus

    probably same problem as this :

    http://forums.mozillazine.org/viewtopic.php?f=38&t=2542145

    try to add: "media.use_cubeb" ---> "false" preference,

    looks like it fix the problem for some of the poster there.

    from this bug:

    https://bugzilla.mozilla.org/show_bug.cgi?id=788005#c6

  • wow... that HaxeNME looks pretty awesome,

    I browse their game showcase at:

    http://www.haxenme.org/showcase/

    and i have that Rune Raiders game.. it's a fun game and plays pretty smooth even on my old ipod touch.

    if Construct 2 can somehow incorporate HaxeNME, it will be the king of 2D game making tools <img src="smileys/smiley36.gif" border="0" align="middle">

    and we no longer have to depend on any other external tools to export to other platform...

    Right now we're at the mercy of CocoonJS, AppMobi, Awesomium, Phonegap when we try to export to other platform, even for the browser version, only Chrome / Firefox that somewhat play nicely with HTML5 game.

    but with HaxeNME, aside from HTML5, we can even export to Flash if we deem it necessary, pretty sweet....

    It's probably gonna take a lot of work though, so i'm not holding my breath here.

    EDIT:

    looks like Ashley posted right when i'm replying,

    I would sacrifice of not using any 3rd party plugin for the platform of choice that HaxeNME offer <img src="smileys/smiley2.gif" border="0" align="middle">

    (most 3rd part plugin doesn't work with CocoonJS / AppMobi anyway)

  • just want to notify Ashley at this minor but weird thing with Mouse/Touch Trigger, not sure if this change is intentional / by design.

    Event Sheet:

    <img src="http://i47.tinypic.com/n2e5ub.jpg" border="0">

    When comparing how Mouse Trigger works in r102 vs r103

    On r102:

    • When you click ONCE on the Blue square it will spawn RED circle and text doesn't change ("Circle is NOT clicked")

    capx (open it with r102):

    https://dl.dropbox.com/u/39382262/BUG/102_MouseClick.capx

    html test:

    https://dl.dropbox.com/u/39382262/BUG/102/index.html

    On r103:

    • When you click ONCE on the Blue square it will spawn RED circle and text will change to "Circle is CLICKED"

    capx (open it with r103):

    https://dl.dropbox.com/u/39382262/BUG/103_MouseClick.capx

    html test:

    https://dl.dropbox.com/u/39382262/BUG/103/index.html

    EXPECTED RESULT:

    Not sure, which one is better, both kinda make sense in their own way,

    as long as it stay that way (and won't change in the future) I guess it's fine whichever Ashley prefer.

    [edit]

    Actually when i'm thinking about it, the way r102 works is making more sense,

    because when you click on the blue square, Red Circle is not created yet, so Mouse/Touch Click shouldn't trigger Red Circle yet ??

  • sqiddster

    That's indeed really weird, I even try to reset all pick and it still won't destroy all the Nodes:

    <img src="http://i46.tinypic.com/5egyzr.jpg" border="0">

    capx

    https://dl.dropbox.com/u/39382262/BUG/DestroyBugPickReset.capx

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  • doh... i forgot to post the Check Failure info for Ashley <img src="smileys/smiley9.gif" border="0" align="middle" />

    here is what happen when you try to open the saved project earlier:

    ---------------------------

    Construct 2 Check failure

    ---------------------------

    Check failure! This is probably a bug:

    Cannot find project file for animation frame

    File: C:\Scirra\Project01\Animations\Sprite\default\000.png

    This can indicate project corruption - you may be able to retry/ignore these messages and replace missing images in the project. However, please report this issue to Scirra with the steps you were doing immediately before this problem occurred.

    Condition: false

    File: Projects\AnimationFrame.cpp

    Line: 205

    Function: void __cdecl AnimationFrame::Load(const class std::basic_string<wchar_t,struct std::char_traits<wchar_t>,class std::allocator<wchar_t> > &)

    Build: release 100 (64-bit) checked

    Component: Construct 2 IDE

    (Last Win32 error: 2)

    You are using a 'checked' release of Construct 2, intended for testing, which causes certain errors to be reported this way. Hit Ctrl+C to copy this messagebox - it's useful information for the developers, so please include it with any bug reports! Click 'Abort' to quit (unsaved data will be lost!),'Retry' to turn off messages for this session and continue, or 'Ignore' to continue normally.

    ---------------------------

    Abort   Retry   Ignore   

    ---------------------------

  • This also happens on r100

    I can repro this problem over and over, at least on my machine.

    One of my project got this problem, to fix this i manualy copy all the missing sprite,

    but now everytime i want to "Save As" another project, all images will always missing

    (even saving as single file will lost all of my images).

    Here's an exact steps to repro on my machine

    (you can use different folder if you want to, this is just for the sake of easier testing):

    1. Make a folder on C: Drive called it C:\Scirra2. Copy this capx from my Dropbox to C:\Scirrahttps://dl.dropbox.com/u/39382262/BUG/SingleFile.capx

    3. Open C:\Scirra\SingleFile.capx with C2 [r100]

    4. Choose "Save As Project"

    5. Browse to C:\Scirra

    6. Make New folder inside C:\Scirra and called it Project01, click OK (to save as Project)

    7. With file explorer look at these folder:

    C:\Scirra\Project01\Animations\Sprite\attack

    C:\Scirra\Project01\Animations\Sprite\default

    There is no image at all, all image file is missing.

    8. also If you double click on the Sprite on the layout to open Edit Image, you'll see all images are also missing

  • ah thanks for the explanation Ashley,

    that's great to hear that i don't have to worry about such things.

    last time when trying Unity, it's really critical that we keep draw call as minimum as possible (by making as many object share same material):

    http://docs.unity3d.com/Documentation/Manual/iphone-DrawCall-Batching.html

    even with ImpactJS, the similar concept is still applicable

    (it displays draw call on its debug view so we can keep it under a certain amount):

    http://impactjs.com/documentation/impact-on-mobile-platforms/

    that's why i was wondering about it in Construct too <img src="smileys/smiley1.gif" border="0" align="middle">

  • I have some questions about draw calls:

    • 1. Do we need to concern about draw call at all when making game in Construct ?
    • 2. Is there any sort of indicator for draw call (just like what we have for fps)

    so we can see how many draw call every frame ?

    • 3. Is one sprite object always considered as 1 draw call ?
    • 4. How about 5 instances from "one sprite object", does that also considered as 5 draw calls ?

    (or is there some sort of batching happens in the background for same object type)

    • 5. How about 5 instances from "one sprite object" that use different frame of animation ?

    sprite 0 is using frame[0], sprite 1 using frame[1], and so on..

    • 6. How about sprite that doesn't associate with any image (act as a collision object),

    that probably doesn't cost any draw call right ?

    aside from curiosity, i'm asking about this because

    i have so many sprites that always appear on screen as the game HUD (act as button).

    let say it's about 50-70 different sprites, and right now all of them are different objects

    (sprite_ButtonSkill_01, sprite_ButtonSkill_02, sprite_ButtonPotion, sprite_ButtonInventory, sprite_ButtonMainMenu, sprite_ButtonMap, sprite_ButtonFriends, etc...).

    I was wondering if combining all of them into one sprite object called "SpriteButton" and

    each instance display different frame will actualy gain some performance.

    Thanks a lot in advance.

  • Not sure what's happening. Does turning off WebGL affect it on machines where the sprite looks blurry?

    Turning off WebGL doesn't really help (doesn't change anything).

    Also i might narrow the problem, it only happens on FullScreen Scale & Letterbox Scale

    (which is a given since we scale those sprites up)

    It's just weird how Chrome treats Sprite & TiledBackground differently

    (where sprite looks blurrier and TiledBackground looks sharper)

    Firefox doesn't have this problem though. (sprite/tiledbackground looks the same in firefox)

    I recreate the project with a bigger sprite:

    <img src="http://i45.tinypic.com/aa999i.png" border="0">

    capx:

    https://dl.dropbox.com/u/39382262/BUG/CircleTest.capx

    And some web test (WebGL always ON):

    Sampling: LINEAR - Fullscreen: OFF

    https://dl.dropbox.com/u/39382262/Test/LinearOff/index.html

    Sampling: LINEAR - Fullscreen: SCALE

    https://dl.dropbox.com/u/39382262/Test/LinearScale/index.html

    Sampling: POINT - Fullscreen: OFF

    https://dl.dropbox.com/u/39382262/Test/PointOff/index.html

    Sampling: POINT - Fullscreen: SCALE

    https://dl.dropbox.com/u/39382262/Test/PointScale/index.html

    don't worry too much about it Ashley, i guess it's just one of that browser quirk,

    i'm just doing this test out of curiosity

  • Potato:

    Looks fine to me both in Chrome and FF, I have an nvidia card and WinXP on this machine.

    I know.. isn't that really weird,

    on my laptop it also works fine both on Chrome & Firefox.

    only on my desktop with Chrome it looks blurry (looks sharp with Firefox).

    desktop spec: Win XP, GeForce GT 220 with latest Nvidia 301.42 WHQL driver

    maybe Ashley knows what happens in here,

    not that i expect him to fix it, since this is probably one of that browser unpredictable behavior and we can't do anything about it <img src="smileys/smiley5.gif" border="0" align="middle" />

  • Chrome is really not consistent when displaying sprite,

    i found that Firefox actually is more consistent (sprite/tiledbackground always looks sharp).

    it could be a graphic driver....maybe ??

    Out of curiosity i run a test on Chrome vs Firefox, and true enough:

    • on my desktop, a Win XP machine with latest Nvidia driver,

    * in Chrome Sprite looks blurry while TiledBackground looks sharp. (while the post earlier mention the opposite where tiled background looks blurry & sprite looks sharp)

    * Firefox both looks sharp.

    • on my laptop, Win 7 with ATI graphic (latest driver), both looks sharp (on Chrome & Firefox)

    I'm not sure if this is ATI vs Nvidia thing, or it's Win XP vs Win 7, because i only have 2 machine to test <img src="smileys/smiley17.gif" border="0" align="middle">

    When the sprite blurry, it looks like this:

    Chrome:

    <img src="http://i45.tinypic.com/140exe.jpg" border="0">

    Firefox:

    <img src="http://i46.tinypic.com/2i8d75f.jpg" border="0">

    I slightly modified the sprite so the size is 64x64 just to see if it fix the problem (it's not):

    CAPX:

    https://dl.dropbox.com/u/39382262/BUG/BlurrySprite.capx

    Web Test (Try it on Chrome & Firefox to see the different):

    https://dl.dropbox.com/u/39382262/Blur2/index.html

    Project Setting:

    <img src="http://i47.tinypic.com/20u7rig.jpg" border="0">

  • Thanks for taking the hit for us OrdonianKing <img src="smileys/smiley2.gif" border="0" align="middle" />

    btw, how was the performance compared to CocoonJS / Direct Canvas ?

    how about the Sound / Music, does it play well ?

  • you're awesome for making this list every month Kyatric <img src="smileys/smiley20.gif" border="0" align="middle" />