Xionor's Forum Posts

  • Possible problem found!

    The jitter/hiccup dissapears almost entirely(appears only 2-3% of the times) with Fullscreen in Browser OFF and WebGL in Browser OFF. Any other setting creates hiccups in random manners.

    However using a more normal game demo(almost anything) the problem persists, even with said setting.

    I also tested with Scirra's own Space Blaster game - strangely enough to my eyes it appears to be running perfectly fine.

    Further testing:

    With Fullscreen on anything other than OFF.

    With WebGL on : It jitters/sutters/hiccsup almost every time it reaches about 80% of the window width. Reproducable almost every time.

    With WebGL off : Jitters at 80% of window width only like 30% of the times. Instead it it jitters at random places at random times. 2 hardly ever the same.

    Clear Background on/off seems to make little reproducable result, other than i get different results every time i set it on/off and back again.

  • Tested on AMD E-450 1.6 GHz CPU with on-board radeon graphics.

    The graphic jitter/freezes last longer and are a lot more noticable on the slower CPU.

  • Thank you for the quick reply Ashley!

    It appears to vary from machine to machine. I tried it again on an intel i7-2670QM and it runs smooth as butter.

    All test machines have Nvidia graphics.

    I'll try it on more hardware tomorrow.

    What are your test specs Ashley?

    It might also be the Vsync. I tried disabling it on my PC, didn't notice a difference, still hacking.

    How would I go on about fixing this issue for the Android if it's Vsync? Any ideas on what else it might be?

    Could you guys please try this on some extra machines? This is hindering all my ability to make any professional projects with Construct 2 and there has to be other people that experience the same issue, just never reported it.

  • Am I the only one having this issue?

    It doesn't happen every single time, more like 50/50.

    It also happens when an object is destroyed or created.

    Actually it happens all the time. Small hickups, constantly. What is wrong?

    EDIT : There is no FPS drops no nothing, it just hacks and hicks up. It's infuriating me.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/s/nqlk3hzwte2wurd/BugBall.capx

    Steps to reproduce:

    1. Create Bullet.

    2. Observe bullet move across screen.

    3. Bullet object hicks up at some point.

    Observed result:

    Game hicks up.

    Expected result:

    Smooth continuation.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Android : yes

    Operating system & service pack: Windows 7, 6.1

    System specs : AMD Phenom II X4 955 3.2 GHz

                   GeForce 560Ti

                   Crucial m4 SSD

    Android specs: Nvidia Tegra 3, Quad-Core 1.5 GHz Cortex-A9, wrapped with CocoonJS.

    Construct 2 version: r132 Stable, r131 Beta.

  • Probably a redundant question, but are the audio files in the correct format? Android/Chrome only plays .ogg files

    Perhaps your program plays the sound with a call that isn't allowed on Android?

    Regarding wrapping and CocoonJS,I can recommend you try CocoonJS again. I had Black Screen the first time too. My problem was I had many unused assets in the project in Object Types. As soon as i removed them it ran immediately.

    Try cleaning up your code, look for unused assets, code that is simply wrong, checks and conditions that don't do anything, etc.

    CocoonJS states it only compiles the code for you and that it doesn't check for any coding errors. Even tho it compiles, it doesn't mean it's actually runnable on Android, so you have to do all the debugging yourself.

  • Oh my god Pseudotropheus, that actually worked!

    And that was so obvious!

    I tried some variations of that like, seconds * dt , and other various twists, but never just dt!

    Now it's suddenly the character that suddenly became jittery at times, but I'll look into that myself : ) Thank you very much!

  • Thanks! ^^ Worked like a charm! : >

  • Hi,

    I'm in the process of making an Android game. It's very simple and basic but I'm already hitting performance issues.

    I've implemented deltaTime object movement, but my current problem is making FPS independent scrolling.

    My camera follows the character. Every Tick it Scrolls to Character.X

    As soon as FPS drops below 60 FPS the camera scrolling becomes jittery. How would I implement this?

  • Hey.

    I'm trying to make my character wrap around the layout only on the X axis, not the Y. How do I write that in the event system?

    Couldn't find anything about it in the FAQ.

    Thanks : )

  • Is there any advantage to using either method?

  • Well yes, that's the logic.

    But how do you set the value of "SineType"?

    System only lets you set global variables whereas the Objects "menu" only lets you pick a certain Sine Type from a drop-down menu.

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  • Hi,

    How would you make an object, upon reaching a certain condition(for example, on reaching max magnitude), change it's sine wave type to another, random one? (Sine,Square,Triangle,Sawtooth)

  • It's a spaceship that's constantly moving upwards.

    I'm using the "Every Tick Simulate 8 Direction pressing up" for upwards movement.

    But when i press Left to go left, it goes diagonally up-left. And I want to go straight left.

    Pressing left in 4-direction mode ignores input.

    That's why I had to manually make the left-right movement.

  • Found Solution.

    It was to manually set "Move X pixels at angle" as movement controls left or right.

    It would have been better tho if you were able to set up something like that straight from the 8 directions behavior.