tulamide's Forum Posts

  • Davioware - THAT should be in the FAQ.

    It wouldn't need to be in the faq - if it would be fixed someday (it's on the bug tracker anyway)

  • There has to be something on our computers making it ignore the modules contained in the exe and look somewhere else? Because the exact same .exe file works on my laptop that doesn't have python installed on it...

    Yes, and that's what I don't understand. You have a python installation, I used to have one, then uninstalled it. It's like there's something still there that prevents python to look into the app-stored pyc. But that doesn't seem to make much sense...

  • Thanks guys. I think I know which way to go now.

    64bit Laptop with Intel Graphics (If that means anything)

    Actually it does. It confirms that with the effects and such the physics still are the time consuming part. (cpu more important than gpu)

    Pretty sure I wouldn't see a drop in framerate with up to 2000 particles but they drain off the screen at the same rate as they are spawned.

    That could easily be, although there are a few things going on behind the scenes (e.g. a for each loop in every tick setting values through math equations). But my goal with this test was to find the lowest max value to bring it down to a common denominator. Next step will be making it time dependent instead of frame dependent as much as possible.

  • Hi all,

    I need some information, please help by downloading this test application:

    physefxrate.exe (1.48 MB)

    After the start the framerate is measured. After 3 seconds the value is shown for 1 second, It would be nice if you could tell me that value, but most important is what follows. A bunch of sprite particles is spawned and you will see "max sprite particles: (somenumber)" Please let the simulation run for at least 1 minute, 2-3 minutes are perfect, and then post that max sprite particles value. You may experience a drop of the framerate, that's intended, as it goes to the limits. But the app regulates itself, the sprite spawning is interrupted until the framerate rises again.

    My values

    fps: 85

    max sprite particles: 374

    Thank you very much in advance!

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  • Yes, every .pyc module you select are stored in the exe. That message about the python26.dll being copied is wrong... I've asked for months for it to be fixed.. maybe someday the devs will.

    This a very weird problem. We need more examples of what works and doesn't work to nail it down. I just tried .99.92 and built up the chat client/server and they run fine on my laptop with Python 2.5 on it.

    Do you by chance have values stored in your PATH or PYTHONPATH that could be causing this? Usually you do not need to have a PYTHONPATH variable.

    Have you tried unziping the distributables.zip in the same directory? Although, that doesn't help with the stringio error.

    I think that at least for alee and myself the issue might simply be that either no .pyc are stored in the exe or somehow they get ignored. An example why I think so:

    1) I export to exe

    2) I create a folder in a randomly chosen place

    3) I move the exe to this folder and copy the python dll to it

    If I start the exe at this moment all I get is an error, saying something was going wrong but without stringsIO it can't tell me what. But exactly that (stringsIO mising) is what was going wrong! Because, if I do

    4) I copy stringsIO to this folder

    it immediatly works without any error message!

    Currently there is no python install apart from the dll that is installed with Construct. I don't have a PYTHONPATH environment and PATH holds no paths that are related to python.

    Crazy...

  • I haven't learned any of this fx making stuff yet, but I had an idea in chat, is this possible:

    [quote:16alxvhr]<loosemib>: would it be possible to make an effect get the colors from one sprite, like a square with a bunch of colors to the left and right

    <loosemib>: aligned so the left column is the "from" colors, and the right column is the "to" colors

    <loosemib>: and it uses this sprite to determine how to swap pallettes for the actual colorswapping sprite?

    using the pallette sprite as the foreground object, but retrieving color info from all the 0x locations and the 1x locations determining the from/to colors?

    My approach is similar, but this exact example is not possible. The reason is, that you have only access to the actual foreground object but the background is averything behind it as one display size image. You can't select certain objects from the background.

    The way I'm doing it is that one sprite serves as the "to" palette and changes the complete background it covers. The "from" is the actual problem. I'm still experimenting with greyscale or one of the color channels, but that would mean I need to develop an app that does the indexing prior to the game and creates special images from the source images based on the number of indices used. Sounds weird, I know, hard to explain, maybe I should just release it as test version and see where we can get with it.

    EDIT: hmm, maybe it is possible...let me test a bit...

    EDIT 2: no, sorry, the limitations of the instruction slots are too strict. What I wrote above is the only possible way.

  • A little off topic:

    I just saw your efforts on the tbb forum to get a simple answer to a simple question. Damn, it's a shame that instead of a simple "yes" or "no" you just get another link... But that's business I'm afraid; they never say something tangible, it may be to their disadvantage someday

  • First, some useful additions, e.g. the channel swapping. We could see color overlay as the every-day-use effect (the idea was to keep it simple), whereas color overlay 2 serves as tool for pros, for the ones who need more control to tweak their colors. Really nice.

    An additional fun thing thing about the effect (also with tulamide's Color Overlay) is that the values don't have to be between 0-100% . This might not be intended, but it's again quite useful in achieving nice color effects. This is as close as I'll get to color swapping, and it requires quite a bit of probing, but the recoloring possibilities are impressive.

    It was connived, but the results outside 0-100% may differ unexpectedly from what one has in mind, so it is a "handle with care"

    I'm currently (and because of design issues probably a little longer) working on an effect, that does color indexing, meaning swapping whole palettes of colors. It works fine but is limited in the way of initial coloring, so it will take a while to figure out a good and convenient way. Maybe I'm posting a test version to see what input comes from the community. I'm not sure.

  • This is very strange. I uninstalled python and all the python addons i had. Still the same error. It seems to be looking in the wrong place for these libs... It works fine on my laptop (which never had python installed).

    Maybe there is some python reference lurking in the registry?

    EDIT - I made a game that was just "Sprite.X += 1" and it works when i preview in construct, but doesn't work when exported. I get the same error (regarding StringIO). what is happening to my life?

    EDIT2 - Simple python program above works if i put it in the construct/data/python folder and put the python26.dll there too. However, the podsixnet stuff still doesn't work if i put it there.

    EDIT3 - Put the simple python program in the Doc & Setting/Alee/Application Data/Scirra folder. Doesn't work still - however the Temp.exe file DOES WORK. They should be the exact same file surely?! But they are different sizes (Temp.exe is 709KB, pythontest.exe is 905KB) What is going on...

    That's exactly, and I really mean exactly, what happens to me too.

    When selecting the .pyc modules, are they meant to be stored in the exe? When I export to exe, neither is the .dll copied to the folder (although Construct says so) nor are there any .pyc files.

  • lucid, I sent you a pm.

  • Looks promising

    Is this going to be a pure liquid physics simulation or will the plugin care about the graphics as well? And, will it be fast enough to be integrated to a game?

  • About pixel sharpness:

    I'm pretty sure the methods work. So there's a chance that something on your PCs isn't set up best, e.g. the graphic cards driver (driver settings may override app requests, and there are a lot that care for "un-pixelizing", like anti-aliasing, adaptive anti aliasing, anisotropic filter, mipmap details etc.)

    Other than that, I can only suggest that you post your caps in question here. I would have a look at them to try my best resizing the window.

  • > will Construct 2 still be Open-source or Freeware?

    >

    I don't believe it's going to be either.

    A statement in the russian interview from Ashley said otherwise. There will be a free version of Construct 2 (something like that - Google translator is horrible)

  • Well, I did delay the function calls but this only worked for a part of the displays, not all. But I never thought about delaying it "externally" so to say, although this is almost exactly what I did in my Auto Zoom Engine, for accessing PVs of newly created sprites.

    So thank you Squish for posting that. I will definitely try this asap.

  • Aaah, thank you very much. lucid, you saved my day