sqiddster's Forum Posts

  • Cool, glad to see you guys are finding workarounds.

  • fariwinds thanks for your response, I see now that you indeed have a loop of names for your recent purchases. I was put off by the fact that some of the names were the same as when I checked it a while back, but I guess that could be coincidence.

    Well, nice to see this isn't as scammy as I thought. Good move reaching out like this

  • scaffa it's great to hear that you can reproduce it in a small project, should be a lot easier for Ashley or even Chrome to have a look at.

  • fariwinds It's hard to believe your product isn't a scam when you fake recent purchases. Or perhaps everyone from Saudi Arabia really is named 'Ahmed'?

  • The only one I use is Spriter, and it's not present in the level where this occurs.

  • Roccinio yup.

  • Point sampling fixes it, but brings a host of other problems. it's really only suitable for pixel art applications.

    Pixel rounding does not fix it.

  • Problem Description

    Basically, on export to node-webkit, some objects appear to have one-pixel lines along one of their edges. Since this only happens on export, and only happens to objects with more than one animation frame, I have a feeling it's something to do with spritesheeting.

    I've been having this issue for ages in Airscape, but it's been very hard to reproduce. Finally I've managed to by copying over an object from the Airscape project, but interestingly enough it's incredibly unstable - if the object is the wrong size the issue doesn't appear. Even if you remove an animation of the object that isn't ever played the issue stops appearing.

    Here's an image of the issue:

    Description of Capx

    Just export it as node-webkit, and you should see a 1-pixel wide line under some of the images.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 7 64bit

    Construct 2 Version ID

    r168

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  • Problem Description

    This error pops up in Airscape when previewing from time to time. It seems to only happen from a fresh preview restart, and in a specific level. I wish I could provide a capx but the game is huge and complex and this is the sort of problem that doesn't reproduce in a small project.

    The error pops up after death, when loading a save state. pressing 'OK' allows the game to continue, but there are weird side-effects in the game for (weirdly) a few seconds afterwards (Some events don't execute properly).

    In export, the error message doesn't pop up, but the side-effects remain.

    Ashley, if you'd like me to send the capx in private just let me know. If there's anything more I can do to make this easier to solve let me know as well.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (N/A)
    • Internet Explorer: (N/A)

    Operating System and Service Pack

    Win7 64bit

    Construct 2 Version ID

    r168

  • In Chrome and Node-webkit I've noticed that whenever I preview and another preview is already running, weird things will happen - not rendering-wise, but blocks of events won't execute. If I close the preview and preview again it works fine.

  • Lag is usually caused by too much work on the CPU or GPU.

    CPU lag is caused by running too many calculations - e.g. pathfinding, off-screen objects

    GPU lag is caused by rendering too many objects, effects, or running into a fillrate limitation (Too many pixels drawn to the screen every tick)

  • jayderyu in an action game like this, any delay greater than 1/60th of a second is too long.

    Aphrodite yeah, I tried to write to a .png file. Are you suggesting saving the string, then opening it in a browser? It could work but I think that would be very painful when looking through hundreds of pictures.

  • jayderyu Oh, yeah, I'm not saying at all that this is a C2 weakness or anything! I totally agree with you.

  • Tried that, but it didn't work. It outputted the files fine, but Windows said they were corrupted/invalid.

    I don't think I'm going to do this anyway since it seems that taking a snapshot hangs the game for a split second, obviously unacceptable to be doing during gameplay on a regular basis.

  • Hey all, just a quick question.

    I've heard of a cool remote playtesting technique where, instead of forcing your players to record themselves, you just take a low-quality screenshot every second or so, then get them to send you those screenshots to look through.

    I'd like to try that out with my node-webkit build, but I'm not sure how to actually save a canvas snapshot to a file. Any tips?

    Thanks!