Tinimations's Forum Posts

  • Aww <3

    Also if you guys are interested I also just posted a tweet chain with videos of Klang's making of journey.

    twitter.com/Tinimations/status/1010591415754162178

    It shows off what the game looked like in the beginning, and how it kept improving.

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  • 4 screens from the upcoming KlangM. Getting pretty happy with its looks, especially considering it runs smooth on mobile.

  • Ah thanks! I see. The first Klang does have a pretty big problem with draw calls and overdraw. Are you playing on a very old computer or a laptop? If the game runs on an intergrated card and not a dedicated one it'll run very poorly.

    Yes I used a lot of 3D for the game. Made a blogpost about it: construct.net/blogs/construct-official-blog-1/creating-klang-s-art-and-design-in-construct-859

    KlangM will run on pretty much anything when it comes out though.

  • NetOne Thanks! Worked really hard on it.

    10000 hours of Construct's bound to result into something. Persistence and a strong desire to keep improving is crucial.

  • A video pitch of my latest construct developed game KlangM. It's designed to run well on mobile.

    Ashley Here's a treat for you showing what can be accomplished with the engine. It runs real smooth this time I promise! ;)

    Subscribe to Construct videos now
  • There is different terminology for it that can explain it in more detail, but if you play your game exported as NWjs, you will see that it has 3-4 processes in your task manager. One of them is the memory use of what's currently active, shouldn't take too much memory (what the plugin can affect). Then there's a big one, which can easily be up to 1-3 gb depending on how big your game is. This one holds every sprite, tile and preloaded sound file. Notice that nothing you do reduces the size of this beast in any remarkable capacity. It's loaded in on startup.

    The only work-around is storing images in the files folder and loading them into a sprite or tile object during runtime. However once it's loaded in, it can't be unloaded. So you can only postpone the memory bloat.

  • Glad I'm not the only one. Yes it shows the same symptoms. Always the start of a layout! Maybe it's fullscreen that messes up?

  • It doesn't work the way you think. That unloader only unloads assets in the active layout. Construct cleans the active layout memory when you change a level anyway. Unless your entire game takes place in one layout without changing, the plugin's useless. The cached memory use which is the source to everyone's headache can't bne touched. Once loaded in, it's never unloaded. The nr. 1 biggest design flaw of Construct 2's runtime in my opinion.

  • So I've had a build of KlangM on my phone for a while, working fine, no issue. However suddenly it just started to blackscreen. Audio works, and I can tell the game works based on the sounds I'm hearing, but nothing past that. It also happens on the exact same spots every time, even the C2 loading bar doesn't show.I tried reinstalling the app and also installed a new update on the phone. Anyone experienced similar problems? I'm using a Galaxy S7, and I built it using PhoneGap.

  • Not as of now no. If you're planning on making a big game I can promise you it's only gonna get worse. I don't recommend using C2 for a game relying on excessive use of sprites.

  • Made a 4 minute prototype from scratch in roughly 13 days.

    I put SuperHot, Portal, Thomas Was Alone and Alice in Wonderland into a blender. Think the result turned out pretty cool everything taken into consideration.

  • Anonnymitet I only have two 60 hz monitors. I refuse to think it's the GPU. My main setup has a 970, the laptop that got the worst results has a 1060 optimus setup. While one could first blame it on the intel card, that screen was only duplicated. No such thing as any overload taking place. The moment I unplugged the monitor it ran butter smooth again.

  • I might've mentioned something similar previously on the forum, but I have been noticing very severe framedrops lately during preview on setups with monitors of different resolutions.

    I first dismissed it as some isolated incident, but when I tried hooking my new beast mode laptop to a monitor (with different resolution than the laptop itself), it quickly became unworkable. A blank project with one platform object chugged along at 20 fps during preview. The moment I went back to a 1 monitor setup, it all worked again. Is this a C2 issue or a chromium issue?

    Edit: This happened on all browsers I tested on (Chrome, Firefox, NWjs)

    Thanks

  • Ashley That makes sense. Does this mean that I might see more consistent results if I ensure the additive color never go above 255 in any color channel?

  • Ashley Yes one would think so, but I find it a bit strange that the framerate isn't struggling more. If I was overloading it I would see regular spikes down to the sub 30 range right? I also don't have a way to measure the GPU usage in C2? I can't open my project in C3 due to some missing plugins. Is there some checks or some ways to force a draw even at the cost of framerate? It's a shame I can't record or document this issue so easily.