TheRealDannyyy's Forum Posts

  • Becareful when you guys put Music into sound. It loads that into memory and that leads to major memory bloat.

    Music is intended to be streamed in and out, not constantly in memory like sounds are.

    Wait a second (sorry to go off-topic with this one), I saw people in the "HOW DO I" section complaining about mobile performance with this method inside their game and never really minded that because I thought it just affects the loading speed when starting the game.

    So you are meaning if we load everything as "sounds" at the start of the game, it requires more resources then?

  • I don't always keep the same view over time - my view of things tends to evolve with the technology, so bear that in mind when quoting my posts from a few years ago. Also BTW it's kind of annoying to see people asserting that they know what I'm going to say, especially when they're wrong

    tl;dr: star this Chrome issue: http://crbug.com/522983

    My thoughts on this are:

    Performance: I'm not convinced it makes sense to do this because the game might not reach 60 FPS. Modern mobile devices are about as powerful as laptops. Having one master switch to drop to 30 FPS on all devices is overkill IMO. I stand by this aspect of my previous post: if you are doing this to improve the user experience, then dropping a device that could easily reach 60 FPS to 30 FPS actually degrades the experience.

    ...

    Now that is what I call a nice informative response, thank you for that Ashley !

    Please provide information like this (even if it seems to be just useless information for you) in every response, especially in feature suggestions.

    Also BTW it's kind of annoying to see people asserting that they know what I'm going to say, especially when they're wrong

    Yeah the most of us (including myself) just want to see valid reasons with information about previous attempts or something like that, so we know were we're at.

    To be honest, after seeing the almost same response to several topics like this one I did assume that you

    simply tried it once then just threw it aside because it didn't work well at that time. (I guess I was wrong. )

  • jansen rosa In future I recommend posting this in the "How Do I?" section of the forums.

    There you will get even more help and examples on how to make games with C2.

  • It's not even about "wait for mobiles until they get more powerful". Even IF they are very powerful, I do not want 60 fps for many genres of games on mobiles, I much prefer they have a solid 30 fps, using much less CPU/GPU cycles and thus having much better battery life for my game.

    I just want to understand why there's all these excuses for such a key engine feature, is it because it's incredibly difficult to implement? Is it because it's impossible given the reliance on browsers?

    What is the reason such a critical feature is absent?

    I know the memory unload feature that many have asked is not possible because browsers handle all the memory management.

    I know how frustrating it gets when suggestions that are fundamental for every modern game engine are not implemented neither planned to get implemented.

    I'm not an expert in web technology like Ashley is but I think that this feature could be implemented without

    huge issues, (for example) the problem with compensating collusion checks on lower frame rates can be handled with the "slowdown" feature.

  • Could you please provide us a bit more information, maybe something like this:

    • What version of nw.js are you currently using?
    • Do you use any custom "hacks" like running commands over cmd?
    • Did you change the nw.js file in any way outside of C2?
    • Perhaps add a link to the games steam page?

    If this is indeed the truth and nw.js games get flagged by Steam's security systems, then I think that this issue should be investigated ASAP!

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  • I'm sorry to tell you this but you've just created another topic that will get denied by Ashley as soon as possible, with some odd reason why a feature like "30fps" is not good for the games quality and so on...

    To be honest you are not the first one, neither the second one that asks for a feature like this.

    The only solution for this problem will be a "wait for mobiles until they get more powerfull" I can assure you of that.

    Maybe Construct 3 will be more open in terms of game-system features like this one, but I doubt that too...

  • Over 3 months now since my first post on this and I'm no closer to a solution now than I was then. I fully realize that Ashley is the proverbial one-legged man in an ass-kicking contest but, since I'm unable to sell what I've created, I'm still waiting for an answer when I could have been clicking on the upgrade button.

    This is web technology, you have to be patient and wait until it gets fixed.

    Problems like this with plugins not working will always happen in future too because there will always be some changes applied,

    that I guess somehow help (?) to be more efficient and better.

  • I guess some people take a look on the progress with Intel XDK's version of the compiler from time to time.

    It would be really appreciated if someone could keep us up to date, if this is gets fixed later on and post it here.

  • I know that this will probably lead to nothing but could you tell me your current C2 theme selected in the preferences?

  • It's being worked on for Chrome: https://code.google.com/p/chromium/issues/detail?id=524218

    I think you might be able to use it already if you change the right flag in Canary...

    Good news, although 60fps recording seems to be quite difficult currenty, at least on my end it slutters while recording.

    I hope Chromium will change that even thou the performance on both browsers are almost equally well.

    Anyway, I guess the "Is Supported" condition will trigger true if NW.js (chromium) adds this feature

    or perhaps an announcement about this later on, would be nice too.

  • We all know by now that Firefox has a great feature called canvas recording implemented and

    thanks to Ashley we are able to use it in our projects since the r218 release of C2.

    This feature helps to record game content and render/compile it into a playable video that can be uploaded to platforms like YouTube or others.

    I personally think that this feature is a really big thing nowadays were the video game market is all about let's plays,

    reviews or other kinds of gameplay videos that really help out to gain more publicity and of course potential customers.

    I think if you are, for example going to sell your game (desktop build) this feature might be a valid reason for players/customers

    who already use YouTube or other platforms like that, to buy your game.

    Now to the part I want to talk about with people who keep track with the latest updates in web technology.

    Since Firefox proves that it is possible to have a built-in feature like that, will it be possible for NW.js (Chromium) to get this feature too?

  • Did you mean r221 or really the old version of C2?

    Well for me everything is the same.

    The sluggishness seems to occur with large projects only I think, at least on my end it does.

    The audio playback and autosaving issues also only seem to occur with larger projects but those are different cases.

    Anyway, nice that you found a way to fix the issues on your end, but reinstalling windows doesn't seem to be a valid solution for me.

    There is a bug somewhere that has to be found and fixed and I neither want to reinstall my whole operating system or wait for C3 to be released.

    At last I would like to ask a question to Ashley about C2's theme system:

    Do different themes have any impact on the performance of C2?

  • Here is my part to my previous request (using dxdiag):

    Hardware:

    • Operating System: Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1
    • Processor: AMD FX(tm)-4100 Quad-Core Processor, 4 CPUs ~3.6GHz (Overclocked to 4.2GHz)
    • Memory: 8192MB RAM
    • DirectX Version: DirectX 11
    • Card name: NVIDIA GeForce GTX 670
    • Dedicated Memory: 4026 MB
    • Current Mode: 1920 x 1080 (32 bit) (60Hz) [2 Monitors in total]
    • Driver Version: 10.18.13.6143
    • Default input: Wireless Keyboard + Mouse

    C2 Preferences:

    • C2 (r221) running as Admin
    • Autosave: OFF
    • Backup: ON
    • Cache Icons: ON
    • Theme: Office 2010 Silver

    Additional Information:

    • C2: Steam Version (Personal), Steam Overlay OFF
    • Virus protection: Avira Antivirus
    • Always Active Online Connection
  • On behalf of Steam Construct 2 users everywhere: I know that Construct 2 is getting further and further in the rear view mirror, and that the Steam application has always been the red-headed stepchild version, but you have a crippling workflow issue being experienced by legitimate customers who paid you a significant amount of money. I think it deserves putting some real effort into it. I'm sure it will take action from both Scirra and Valve to sort it out since clearly the source of the problem isn't obvious, and I know that might be a nigh impossible channel to open and coordinate. But as it is, both companies are letting their customers down.

    I won't rely on Valve at all, they turned into a big cooperate money making machine not giving a frick about their customers or publishers.

    (I'm not overreacting, I'm just telling you the facts.)

    This problem with Valve's support will always exist and I think they will never change/improve that.

    On Scirra's (focus on Ashley 's) side of things it is a bit "difficult", Ashley himself stated that

    he will try to keep up with the maintenance of C2 and maybe add new features under certain circumstances.

    So I cannot really blame him if he is not actively working on specific bugfixes, however I think an issue like this

    which already exists for more than 2 years cannot just slip through and be ignored.

    Even if Ashley's hands are tied and he so far didn't succeed in reproducing this bug, there are always other ways

    to gather more helpful information that might lead to the final bugfix to this issue.

    ---

    I know that some people might not agree with the following which is totally fine but I would like to request

    a well detailed post with the following information from users who still experience this issue:

    • Full list of hardware (specs including driver details)
    • Details about the preferences (autosave turned off, caching off?)
    • List of programs that could cause this issue (virus protection programs, steam ...)

    I hope that we can maybe isolate common used programs or drivers and finally fix this bug.

  • Are there any experienced JS developers here in the forums that can try or have already tried to achieve this?

    Are there any problems in developing a custom plugin with the suggested action inside?

    Please note: since there is already an action inside the browser plugin that calls for a scaling change with setting the game to fullscreen, I believe that it could be used as a reference point to investigate and find a way to achieve the runtime scaling change. Also note that the "Preview.js" file seems to have some code related to changing the games scaling mode.

    Any kind of response regarding the request is welcome!