Tinimations's Forum Posts

  • Now all my hard animation work can be completely ignored with the push of a button!

  • A little hard to verify wether it works, since I actually manually changed sources on every video instance in the game prior to this (which seems to have helped). The new runtime hasn't hurt stability yet though, so I'll keep working with it.

  • So I'm adding some last minute features to Klang, and I would really like not having to waste time manually "ctrl + v" this new action across like 20-30 event sheets and potentially missing a few cases. The only thing stopping me is the fear that the sid needs to be unique for every instance, even across event sheets, or something will break. Is this the case? Anyone got experience with this? Thanks.

  • TheRealDannyyy What's "modding-hook"?

  • newt Doesn't happen for me no... Also just the fact that memory stacks is proof how it's madly unoptimized the videos are. Also doesn't change the fact that a new instance of the video starts playing, proving that the videos don't stop existing once you change layouts. Destroying the video doesn't work either. Very bad...

  • Problem Description

    So I've had a hunch that it's my use of video that results in poor performance and lagspikes in Klang. I made this little stress test to see how the video object works across layouts, and it seems like a played video is a burden for the remaining of the play session. I easily got this empty project with one 5 sec video file to take 7gb of ram on firefox64 bit, and I crashed NW.js preview. The memory never seemed to get cleaned either. The video doesn't even stop playing between layouts, so if you press f1 and f2 continiously it feels like 20 videos playing on top of each other. THIS IS BAD!!!

    One important difference to notice here though. In FIrefox the video stops playing every time I change the layout. This explains why I don't really have this bizarre frame skips and slow downs when I play the game in Firefox. In NWjs though the video champs on to the next layout, and even stacks with a new video instance if I go back.

    Considering how my game runs on NWjs, and uses lots of video, I can only point fingers to this and blame this. It just makes too much sense considering all the performance drop patterns I've seen in game

    Chrome manages to clean itself faster than I can raise the memory level. The video also stops. This is a NWjs issue.

    Attach a Capx

    https://drive.google.com/file/d/0B1n4Fd ... sp=sharing

    Description of Capx

    Play it in NW.js

    Steps to Reproduce Bug

    • run the game in preview and open the task manager
    • press f1 and f2 continiously
    • watch the mayhem, and keep doing it till the browser crashes.

    Observed Result

    Memory use through the roof, videos don't stop between layouts on NWjs. I get a feeling they never stop being a burden to the playsession

    Expected Result

    I'm expecting the video to stop when changing the layout, and restart with only 1 instance when I return to layout1.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (YES)
    • NWjs: (YES!!!)

    Windows 7 service pack 1

    Construct 2 Version ID

    233 (newest as of 10.08.2016

  • If you don't incorporate dt into your code a faster framerate will make everything run faster, and a slower framerate will make anything run slower. That's only viable on a console release you'll know it's gonna run at an exact framerate.

    Stuff like this is the reason why Dark Souls was locked to 30fps on the PC release. The developers knew that parts of the game would potentially break if they raised it to 60. That's why they were probably intentionally leaving it to modders to fix it, at least then it would be their fault if anything broke.

  • All I really want is the ability to publish my game as a "game" on xbox live, and enjoy it like a complete non compromised release. The current edge solution has severe memory restrictions among other things?

  • TheRealDannyyy All behaviours and scirra made tools works just fine (with maybe an exception of the wait x seconds action). It's just how I did my dt based movement that was off. How Colludium mentioned my formula was made to move an object a given distance per tick if the framerate was at peak. It didn't care wether it was 60 or 144 fps. I tweaked it though I still haven't made up my mind if every x seconds feels off or not. Haven't had the chance to make enough tests.

  • Oh... Yeah I just realized how that's kinda silly... Works fine for everything sub 60 fps though. Didn't think this one through, at least I know what to do now. Thanks!

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • So I've made more tests with 144hz monitors, and it doesn't look good for my game. Most of the framerate independent event's movement use an expression similar to this "Self.Y + (5*(MonitorHz*dt))". I've made sure the monitorHz works, so in this instance it would report 144 and the dt be 0,006944. It should still all add up to 1, but it doesn't in practice. It's still obviously uses 60 as the reference, breaking my game. I'm wondering if there's any way to lock the game to 60? Some kind of vsync?

  • So I have this one level in particular that suffers from bad frame skips. It's a huge level with 3000 objects (cavestage_5 Ashley). Far from all of these are present in canvas at any given time, but the only thing I really see excelling on this layout is the object count, cell count, and objects pinned to something. Is any of these a potential CPU hog? In a previous iteration every pin action was performed at the beginning of layout, while a video was loading. I softened this out by removing the video source and being more selective with when the pin actions takes place. This improved it somewhat, but not entirely. I'm still on the fence wether I should cut this layout into several smaller ones. The layouts that performs best in Klang are the ones with a very small object count after all.

    Thanks

  • TheRealDannyyy Appreciated. Yeah I'm not expecting much. There should at the very least be a way for NWjs exports to read that data from disk and not store it in ram though... (like how every game ever made does it).

  • So at the end of the steam demo I'm preparing for my game, I'm showing clickable links to social media and the composer's portfolio. However when accessing these sites through NWjs, they don't work properly. This is the site I'm linking to: http://music.blindhandicap.com/. Both in preview and export, nothing happens when I click play on the music. Stuck in an endless loading. Is there any way around this, or is NWjs built in with secuirity blocks? (That super metroid album's a good jam btw!)

    Thanks!

  • TheRealDannyyy Yeah... I just confirmed this memory problem for myself again when I prepared the steam demo yesterday. I cut away roughly 600mb of data from the game, and the game now takes 1gb less ram at any given time... I can't fathom this, Construct is such a good and user friendly tool, but it fails on so many of the very basic technical things. I will never stop being baffled by how chromium/construct deals with this.