Tinimations's Forum Posts

  • This build is running off r 139. If you want to check out the build where the problem is present, please check out the capx. File shared in my topic in the bugs section.

  • Strange... Have you had similar problems with other webkit games you've played? It bugs me so much that the game only performs poorly on computers I can't watch it run on personally.

  • Ashley Just posted a stripped down capx that reproduce the problem in the bugs section.

    CJK Oh... Did it keep running that poorly after the title screens? Heard some computers completely freaks out of the game, but it's never happened to the PCs I've personally tested it on.

  • Alright so I've been able to strip the game down to it's bare minimum while also triggering the bug. The capx is still fairly huge, clocking in at approx. 100 mb

    Link to .capx file (required!):

    https//dl.dropboxusercontent.com/u/5323353/Klang%20animation%20bug.capx

    Steps to reproduce:

    1. Leave event 107 and 108 on at event sheet "tutorial level" , and 82 and 83 at "tutorial level 2". Turning these off makes the game runs smooth again. Proving that it's this event that's the source.

    2. Boot up the game

    3. Press any direction with the arrow keys

    4. Witness the lagspike

    Observed result:

    The player performs a meele strike using the arrow keys, which triggers a set amount of animations within the environment. This makes construct 2 freeze for 1-3 seconds at a time consistently.

    Expected result:

    The parry and animations should feel fluent and snappy, even when spammed in every direction. This has always worked as intended until [r141], and this code hasn't been touched for months!

    For a demonstration on how it really is suppose to look like. The last stable node webkit build can be found here: dl.dropboxusercontent.com/u/5323353/Klang12_8.zip

    Browsers affected:

    Chrome: YES

    Webkit (target platform): YES

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    [r141]

  • As previously stated in one of the other posts, I mentioned that disabling the animations made the game run fine again. The issue though is that the game has always run devilishly smooth while them being on up until r141.

    I've double checked my events, and there's nothing interfering with spawning of these objects (in fact they're always static and hand placed in the environment).

    I also experimented with screen size, everything from 33 % size to 200 % in chrome didn't change anything, but 25 % and lower made the game run slower. However this isn't part of the real issue.

    The game still runs 100 % smooth, except for when the player meele strikes (which is the core mechanic that triggers this animations). This has always worked flawlessly, except for the r141 update...

    I also update my video card drivers. No change.

    The reason why I doubt it is the sound at work, is that this slowdown is present also in layouts where I haven't touched ANYTHING since the last update.

    If anyone wants to test out the last stable build the link can be found here: dl.dropboxusercontent.com/u/5323353/Klang12_8.zip

  • Or well actually it was closer to 500mb when saved out. My bad. Still not something I can just casually share.

    DrGreenThumbCAN: Thanks!

  • Not that I mind or anything, but it's pretty huge. The backup capx is closing in on 1gb soon.

    The reason why I also don't think it's my code that's the issue, is that this has never been a problem up until today, and I've been working on the game 4-10 hours almost daily for months. The only change I've made from yesterday's build when it worked without issues to today was editing some sound effects for a couple of layouts. I don't see the connection between those changes and the laggy result.

    I know this isn't helping, but I am convinced this is an issue with the r141 update.

  • I did, nothing changed. The value only stays at 1 for 0.05 seconds anyways.

    Edit: Also as previously stated, this code has worked flawlessly for the last 3 months! of active development. This is the result of a recent change to construct.

  • I just tested it out, and the problem still persists even after deleting the time scale actions. The issue is also present on layouts where the waveocean objects doesn't exist.

    In fact I also tried to disable all the animations, while keeping the timescale events on. This made the game run smooth again. It's linked to the triggering of normal animations!

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  • Hi, I just recently updated construct from r139 to r141, and all of a sudden the game I'm working on is consistently freezing up for 1-3 seconds at a time whenever a lot of animations are triggered at once.

    This has never happened before, even when I haven't touched the code regarding the animations in a long time. Does anyone experience the same problems after the update? This has completely broken my game, since dynamic animations are triggered in the environment almost constantly. Everything else about my game has stayed the same, only the most vital part (several animations being triggered at once) has been broken.

    I'm just asking if anyone knows if the internal animation systems has been changed around in the latest update?

    Screenshot of event in question: puu.sh/42Kd9.png

    I've done tests for myself and it's this event I've tracked the issue down too. This problem only happened once I updated to r141.

    Thanks

  • puu.sh/3qXpG.png

    puu.sh/3qXpK.png

    puu.sh/3qXpX.png

    puu.sh/3qXq9.png

    puu.sh/3qXpy.png

    Here's a couple of screenshots of the game I'm working on. I'm feeling it's starting to look somewhat presentable. *Looks waaay better in motion though*

  • mediafire.com/download/2l49r0ilut97bad/Klang_30_6.zip Latest build. Good amounts of improvements and addition. Prototype of arcade mode amongst other things.

  • Thanks for the tips, and I'll definately take them into consideration, but I'm still puzzled over why this issue came up first very recently for me. Ever since I bought construct back in april, I haven't had this issue, even with letterbox scale. Updating the drivers didn't help either. (Nvidia GTX580)

    Grave Yes it works when I export it to its native resolution (1280x720). Also thank you! When did you feel it got too hard?

  • Thank you for the tips, seems like the render settings was the culprit. Does pixel rounding consume more resources than having it off, and is point sampling heavier to run than linear?

    Sorry if I posted the topic in the wrong forum.

    Edit: With some experimenting it seems that "Letterbox scale" was making the seams. The only problem is that I'm very dependent on having an absolute full screen. This setting didn't make any seams before, has there been made any changes to the webkit recently which alters how the letterbox scale renders the image? Even if it works in "Letterbox integr scale", I can't really use it.

    Thanks

  • Ever since the release of version 133, I've been having issues with the environment tiles and sprites not properly merging side to side with eachother. It's like a small line that splits them apart. This only happens after I've exported to node-webkit. It works fine when previewed in google chrome. All sprites and tiles tops a power of two number. For instance most of the environment sprites/tiles are 256x256 exact.

    Link to .capx file (required!):

    The .capx is pointless since it works perfectly in the preview, and it also worked flawlessly in node-webkit until version 133r. I haven't made any changes whatsoever to the tiles in weeks.

    You can see the problem for yourselves in this build of the game:

    http://www.mediafire.com/download/akq4mfpy110tbo6/Klang_17_6.zip

    There's also screenshots further down in the description.

    Steps to reproduce:

    1. Export the game to node-webkit with standard image compression and minimized script

    2. Play game

    3. Discover that the sprites and tiles doesn't perfectly merge with eachother

    Observed result:

    Might have to zoom in a bit to truly see it. I've marked the most noticable offenders with white.

    puu.sh/3ivlh.png

    puu.sh/3ivlw.png

    Expected result:

    These lines shouldn't happen. It should look like this:

    puu.sh/3ivRF.png

    puu.sh/3ivRT.png

    Notice that the sprites and tiles are here perfectly placed right next to each other.

    Browsers affected:

    Node-webkit: Yes

    Chrome: no

    Firefox: not tested

    Internet Explorer: not tested

    Operating system & service pack:

    Windows 7 64-bit, service pack 1

    Construct 2 version:

    133 and beyond