sqiddster's Forum Posts

  • megatronx Has anyone else experienced the janking that TiAm has experienced? i.e. restarting the game fixes it?

  • TiAm whoa... that's insane.

    All this news is actually sorta good (well, I think, anyway). The fact that it ran fine on a HD4000 is great to hear.

    Now we need to work out what's causing the halting. I've never heard of inconsistent halting like you're saying, but I haven't really tested for it before either.

    Weird how everyone has their own issues with it :S

  • That's very interesting! I'll definitely have a look at that. Does it happen every death, or just on collisions with certain objects?

  • Put everything in subgroups and profile again so you can work out where the trouble is. I don't think it's the sine behaviour, it's something in your events that's the problem.

  • TiAm Just to confirm, those stutters don't go away with a lower resolution? Also, what resolution are you playing on when it's smooth?

  • Aurel actually I am using saving.

    I don't see how that could be the issue though since the janks happen all the time, and the saving only happens on hitting a checkpoint, loading only happens on respawn.

    I'd love if the problem was as simple as my lasers being inefficient, or my saving being inefficient, but the fact is, for me all the problems go away once I reduce the resolution. Aurel do any of these problems remain when the resolution is at its lowest? (you can go even lower by changing res to 'auto' and shrinking the window size manually)

    megatronx the 'no sound' issue is weird, but I guess could be expected when messing around with NW like that. I guess it'll work fine for you once I export a new demo then.

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  • This demo was exported way before the 'new' chrome jank issues. Actually, I haven't noticed any difference at all, it's always been janky for me! As Tokinsom can attest, the jank is really bad.

    Just to confirm, does the jank go away for you when playing on a super low resolution?

    Thanks for the help guys, hopefully we can figure out what's causing this. I feel a little out of my depth to be honest!

    Oh, megatronx that all seems fine. It's really weird. Have you tested for webGL support in your own NW exported projects?

  • Aphrodite yeah, that might work. megatronx if you don't mind, let me know what that shows up, if anything.

  • megatronx only thing that comes to mind is going to chrome://gpu in Chrome and see if everything looks good there. I've no idea how to test it in NW unfortunately...

  • megatronx Hmm, I've no idea then! My first thought would be that your GPU is on the blacklist, but that's really weird.

  • Thanks

    There's actually a bug with my Sorry! page, it should have text telling you that your computer isn't supporting webGL for some reason.

    This is interesting, because Steam should automatically install the directX components needed, which is the usual cause of such a screen.

    Have you run into problems running webGL before?

  • Cool, glad to hear it's pretty easy to implement on the technical side!

  • [Apologies if there's actually a way to do this already that I've missed! Please do let me know if that's the case!]

    I've been running into a little bit of frustration, particularly with the Pin behavior. Basically, in terms of order of execution, it seems like behaviours always take place at the end of the (main) event sheet. This seems perfectly reasonable, but it causes problems in cases like the one I have now. Basically, I have objects that are pinned to other objects, which works perfectly fine. The problem is, if I want to have an object set position to, or point towards, a pinned object, there will always be a 1-tick delay. In some cases, it's very noticeable.

    As far as I know, there's currently no way to get around this without scrapping the Pin behaviour entirely in that case, which isn't feasible for me as it's a pretty big part of my terrain motion system.

    I don't really know what would work well in terms of a solution. Ideally, we'd be able to override the execution of any behaviour (or, at least, ones prevalent with this issue like Pin) to a specific place in the event sheet. No idea how feasible that is technically, however!

    Anyone else run into this issue?

  • Nobody really ever knows what they are doing, they just do their best to get along.

  • 0. Already have released a number of smaller, simpler games which have given you the knowledge and feedback necessary you need to avoid simple mistakes that will cripple development of a larger game.