thegrind's Forum Posts

  • I am experiencing audio problems in relation to Internet Explorer on Windows desktop (only tested on IE 11 on Win 7). Chrome and Firefox works fine.

    I play a sound every time a frame changes in an animation. It seems to create a problem as soon as animation speed (10f/s) causes the sound to be played while already running. IE totally messes audio up this way (also affecting a background loop sound, which starts lagging).

    I tried to test some different cases;

    If I stop the sound if playing, on frame change, and then immediately plays it, it still causes a problem.

    If I choose not to play the sound again if playing, on frame change, it seems to work, but of course sounds weird, as the purpose is to play a sound every time the frame changes.

    If I use 3 different sounds, and selects one not playing, on frame change, it seems to solve the problem. This solution is not satisfying though, as it waste ressources.

    Any insights would be appreciated!

    Cheers,

    thegrind

  • My questions was actually a little deeper. I was pondering how to avoid reloading into memory everytime I switch layout, when I choose to switch layout for cutscenes to save memory (which I of course desire if I have 20-30 individual still images). Such images pose no problem in themself, as they are just isolated images, presented on their own. I am not sure that persistent objects from the main layout are reloaded into memory when I switch back, but I assume they are (since I assume memory is cleared when switching layout - could be wrong). While not a big problem, the downside to this solution setup is not memory usage, but rather the time it takes to reload the objects into memory. A feature to load and unload an object temporarily has been suggested before on the forums, and it would be useful for this situation.

  • But as I mentioned, I'm talking full screen HD cutscene images. I don't see how that has anything to do with what you mention, though it is solid guidelines for development.

  • I'm making a game with a series of full HD cutscene-images (20-30) , meant to be displayed full screen to support the story.

    I'm thinking to switch layout when displaying each image, and switch back to main layout when done, to avoid wasting memory. However wouldn't this cause the system to reload the initial main layout objects into memory? In my game that would result in a 100-200 Mb memory reload everytime I go back to the main layout. As I see it, the optimal way would be to load and unload an object from memory. But it is my understanding this is not possible, and memory is only freed when switching layout.

    Please enlighten me

    Cheers,

    thegrind

  • I posted a bug, and Ashley provided this advide:

    [quote:s2uksauq]Thanks, should be fixed in the next build. However for style reasons I would strongly advise you do not use includes in groups!

    I shouldn't reply in the closed bug section, so I'll post my question here:

    I include all my event sheets in one event sheet, which I point to in my main layout. It provides a good overview, and it seems to be a convenient way to organize and deactivate a collection of event sheets (I use it for instance when presenting certain full screen overlays to the player or running separate minigames).

    Would a recommended way be, to encapsulate every event sheet in a group, and then for instance deactivate a selected part of them, in a function call?

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  • If Bitdefender mistakenly identified your C2 files as harmful, and is set to fix infected files, this could be the issue. You can try to see if Bitdefender has some vault for backups and try to restore. This is just me guessing as I have never used Bitdefender.

  • Problem Description

    It seems that there is some problem involving a mix of save/load and/or group deactivation. I have been experiencing this in my game, and I was able to replicate it in a simple test. A question on the forum didn't provide an answer. It could be me making a simple mistake, but I have not been able to spot it.

    Attach a Capx

    [attachment=0:1lo775ub][/attachment:1lo775ub]

    Description of Capx

    This is a very simple capx illustrating the problem.

    Steps to Reproduce Bug

    Try this sequence:

    -Click the yellow sprite to confirm mouse is working.

    -Press save sprite (saves).

    -Press switch sprite (switches visibility between to layers, and deactivates a group containing event sheet 1).

    -Press load (loads the previous save). Loads correctly, but now mouse clicks is not registered (system is still running though). Tried touch object too, with same result.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)

    No other browser tested.

    Operating System and Service Pack

    Win7 Ultimate 64 bit

    Construct 2 Version ID

    195

  • I appreciate if someone could take a look, before I report it as a bug.

    PS Ran it in Chrome on Win7 - will test it in other browsers tomorrow, if someone doesn't beat me to it.

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  • Thank a lot for the answers!

  • Will C2 recognize and optimize if I use 2 different objects with the same images loaded as frames? If no, how about cloned objects?

    Cheers,

    thegrind

  • I've made a little test, because I experienced similar problems in my game.

    Save the game at some point in time. Switch visibility between 2 layers. Deactivate group with event sheet code for invisible layer. Load the initial save from before the group deactivation. It seems that the game is loaded, but the group is still deactivated.

    Am I making a mistake or is this not supposed to happen?

    [attachment=0:36czqdwc][/attachment:36czqdwc]

    Edit: remember to save before pressing switch, otherwise there will be nothing to load, and the game will just be deactivated.

  • Problem Description

    This is not a real bug, but it is maybe unintended, and might confuse new users.

    When you try to open imported files within the editor (for instance a json file), then the file doesn't open, if the program to open the file with, is not already specified in Windows.

    Observed Result

    Nothing.

    Expected Result

    Maybe a massage, that the program to open the file, should be selected in Windows first.

    Operating System and Service Pack

    Windows 7 Ultimate (newest SP)

    Construct 2 Version ID

    195

  • My first thought is that you could create a family with the different sprite types.

  • Made a clean test. C2 ran exactly 60 fps. I don't know if some of the C2 features I'm using in my game caused the anomaly. I am sure that I observed 67 fps in IE11 on at least 2 occasions - I can't replicate it every time I run the game though. I'll leave it at that.