Tinimations's Forum Posts

  • Eisenhans

    Been trying around a bit. Lagspikes didn't seem to happen to my mega small gamejam game, but it's not saying much. For all I know I just had to play for 10 times longer for it to kick in. Therefore I figured there was no point in stripping Klang down, since a potential lack of lagspike in chrome wouldn't mean anything.

    I tried to just run around back and forth in the smallest layout in the game, where practically nothing happens. There didn't seem to be no lagspikes after a while. Also as these lagspikes was never really an issue in 12 (but I remember having similar issues earlier in development), I'm pretty certain it isn't project rot. This is a chrome/NW problem. The problem persists in Beta 3, and I'm becoming worried that this thing won't be fixed...

  • Just letting you know that the lagspike issue is still a thing in the latest release. It seems to be less common now, and mostly happens shortly after booting. However it never truly goes away. Other than that the game runs mega smooth.

    NWjs finally runs properly with the nvidia GPU again on optimus setups.

    Horrible performance on my intergrated intel card though. Lagspikes very frequent and common here. v0.12 ran better.

    Anyone else experiencing the lagspike issues?

    Edit: Ashley Unfortunately I can't test in chrome since I've been unable to boot Klang in chrome preview for well over a year now. Something about the download size or something.

  • eli0s Ashley Did some more testing. Playback rate above 1 works well with sounds that are located in the sounds folder, but audio from the music folder's unaffected when rising above 1. Any idea why this is?

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  • I'm trying to make a tool for storing the position of mouse-clicks in a linear sequence, and then store it in a .txt file so I can load them in at a later point with AJAX.

    Example:

    1280, 720

    182, 920

    124, 2902

    2390, 2392

    etc. etc...

    I can't find a good way to do this though? The closest thing I can think of is using LocalStorage, but I can't find the save data anywhere on my computer.

    Anyone have any suggestions on how to do this?

    Thanks

  • Thanks for the example! Works for me through this capx as well. Confirms that it's something within my game's code that messes it up.

  • I'm trying to create a new difficulty mode for my game, where essentially the gameplay speed is boosted with 50 %. Getting the gameplay itself to go faster is easy thanks to time scale, but I can't seem to get the audio speed to budge? I can easily make it go slower, but setting the playback rate to higher than 1 doesn't work?

    Anyone else know a way around this without importing a new audio track which is pre-sped up?

  • That must be the first time updating the GPU driver actually fixed the problem... False alarm I guess.

  • newt I set everything with webgl in the name to "true". Still doesn't work.

  • Subject says it all. Anyone else experiencing issues with this? Both with 32 and 64bit.

  • Just gonna share what I wrote in a different post here:

    the new NW.js finally works with Klang, and oh boy does it work as advertised! Way smoother performance, and areas I felt needed optimizing now runs butter smooth. Don't seem to notice any lagspikes after prolonged play.

    HOWEVER... I keep getting the occational 100ms (approx) lagspike consistently. I can only guess this is due to the more aggressive garbage collection? I really love the fact that the game now won't turn into a slideshow after playing for too long, but these lagspikes will ruin the player's sense of rhythm. It's crucial that I find a way around this, or that the garbage collection becomes more flexible.

    I'm curious if anyone knows what's usually the biggest offenders with gathering garbage for construct games? Does continiously creating and destroying objects matter for instance? If I know what to look out for I can maybe work around it myself.

    -----------------------------

    Did some more testing. This time on my laptop. The results were interesting to say the least.

    The first thing is that I couldn't get the game to boot choosing the nVidia GPU (630m) even with the latest driver installed. This used to work before on NW 12.

    Running the game on the intergrated card worked fine though. However the loading times was greatly increased. in-game videos wouldn't play properly etc. I noticed lagspikes even where I'm 100% certain there ain't any new items loading in. When I played long enough though things started to change. When playing for long enough for the stutter to kick in on NW 12, I now experienced that everything ran smooth, way less lagspikes, and no loading issues. The videos that previously didn't play properly now worked as intended etc.

  • jobel I don't measure it. It's a rough estimate. This is that kind of lagspike where everything stops, even the sound.

    That makes sense, though I do get spikes as well even when there's no new sound being loaded or played. Unless this loading is super delayed and slow, I don't think this really is the problem.

  • That's actually what I've been doin all this time. I would suffer from that issue from day one if I wasn't.

    Did some more testing. This time on my laptop. The results were interesting to say the least.

    The first thing is that I couldn't get the game to boot choosing the nVidia GPU (630m) even with the latest driver installed. This used to work before on NW 12.

    Running the game on the intergrated card worked fine though. However the loading times was greatly increased. in-game videos wouldn't play properly etc. I noticed lagspikes even where I'm 100% certain there ain't any new items loading in. When I played long enough though things started to change. When playing for long enough for the stutter to kick in on NW 12, I now experienced that everything ran smooth, way less lagspikes, and no loading issues. The videos that previously didn't play properly now worked as intended etc.

    I really hate not being in control or having any insight about what's going on behind the scenes while the game's running...

  • the new NW.js finally works with Klang, and oh boy does it work as advertised! Way smoother performance, and areas I felt needed optimizing now runs butter smooth. Don't seem to notice any lagspikes after prolonged play.

    HOWEVER... I keep getting the occational 100ms lagspike consistently. I can only guess this is due to the more aggressive garbage collection? I really love the fact that the game now won't turn into a slideshow after playing for too long, but these lagspikes will ruin the player's sense of rhythm. It's crucial that I find a way around this, or that the garbage collection becomes more flexible.

    I'm curious if anyone knows what's usually the biggest offenders with gathering garbage for construct games? Does continiously creating and destroying objects matter for instance? If I know what to look out for I can maybe work around it myself.

  • Construct 2 is great, but I would still not recommend it for bigger games (even if it has been proven to be able to make them), and for smaller games ignoring the performance you still have to add the size of the wrapper.

    This... If improving the workflow and user friendlyness towards bigger projects is not a priority for Construct 3, I can gurantee I'll be looking elsewhere for future projects.

  • I made some tests as well. I can't get Klang to boot, which uses Ajax. I only get the black screen.

    I got another game of mine to work just fine, NW.js plugin or not made no difference. However adding Ajax to this project prevents it from both booting in preview and and when exported. Pretty severe issue considering Ajax is one of my most crucial plugins for my game.