TheRealDannyyy's Recent Forum Activity

  • Basically a suggestion to change the runtime scaling mode.

  • Hey, is it possible to export a game to a hacked psp?

    I doubt that there is an official way or "exporter" for that, the console is just too old.

    If you're really up for it you could try to load a website using the browser (I think the PSP had a browser app).

    When it runs fine using the browser you could try a workaround by creating a native PSP ISO and using one of the many webview libraries to load a website.

    Since you use a hacked PSP you should know how to install custom ISO's as well. Either way it will be a buggy mess because a lot of web-based features will not be supported.

    Might still be something you could try out in your freetime, I'm sure that there are a lot of ancient forums about how to do the things I mentioned above.

  • These are some results after I've working around with physics without vsync.

    *results here*

    I think a new topic for this would be nice. I'm not really the guy that can fully explain you why things behave that way.

    Feel free to "tag" me to your topic, if you decide to open one up of course.

  • It just takes a little time to change the listbox object I made. To be honest it only has 3 options. But it'd be pleasure if there is a solution.

    By the way, with your method. The utmost thing for Construct 2 had been fixed (in terms of marketing). I hope later NW automatically enable single process. Because I don't sense any performance drop by using it. Or they can make it more stable later.

    It's showing some really weird behavior to some users, I've had two people in Discord PMing me about minor drops in performance already.

    Of course to confirm this I did my own measurements and they turned out to be positive, meaning that you have 1-5% worse performance using single processing.

    There is also an issue were --single-process would crash while starting the preview, there's no way to reliably reproduce this yet.

    Ah, one more thing. --disable-gpu-vsync makes physic engine go insane. I think physic is based on vsync.

    That's weird, did you make sure that all of your physics based ACE's have "* dt" in them?

    If you did that and it's still going insane, please upload an example capx and share the link with me.

    I'll report it straight to Ashley, maybe he forgot to add dt inside the behavior itself.

    EDIT: After giving the "dt" tutorial a read again I've found the following:

    Note that Physics is an exception. By default it does not use dt, and therefore is framerate dependent. This is because dt usually has small random variations. These variations can make the same setup in a physics game give different results even if exactly the same thing is done twice. This is often annoying for physics games, so by default it is framerate dependent. However, you can enable use of dt by using the Set Stepping Mode physics action on start of layout, and choose Framerate independent. Note in this mode it still clamps the maximum timestep for physics to 1/30 (about 33ms), because using a very large timestep can cause instability in physics simulations.

    Please make use of the highlighted part, if you still experience issues with that please upload an example capx and share the link with me.

  • "> How To: Only Have 1 Process While Running NW.js (NW.js v0.18.6+)

    ...

    Bandicam is working with this method.

    But it stops and proceeds recording again whenever I touch list box.

    Can be related to form elements rendering above the canvas but I'm not sure.

    I currently don't know a way to workaround that, I guess there must be some way to "merge" form elements and the game canvas together so that the recording software can detect it right. You can also do your own type of "listbox" by using sprites and text, just an option in case you need a quick solution.

    I'll tag you if I find anything useful, glad that you're at least able to record using that method.

  • There's some great info on the front page.

    I have one correction to offer - if you download the "Normal" version of NWjs then you don't need to add --disable-direct-composition to the "chromium-args" properties (the SDK simply does not exist and cannot be summoned in the Normal build by right-clicking or pressing F12 - ref (build flavours)).

    I assume you meant "--disable-devtools" and yes, you're right about the normal builds not having devtools at all.

    However I would like to keep NW.js starters away from custom builds and let them install the "safe" NW.js builds by Scirra, usually adding the arg "--disable-devtools" should be enough to turn off all those ways to access the devtools (right-click menu's and F12).

    On top of that you're still able to open the devtools if you like to, by eventing your own type of behavior like pressing a secret combination of keys.

    ...and I have a question. When disabling vsync (by adding --disable-gpu-vsync to the "chromium-args" properties) how can I then change the fps that the game is being run at to, say, 144 when my monitor refreshes at 60 Hz? I don't observe any difference to fps with the argument set (solidly 60) and that happens with or without a system minimum framerate being set.

    I'm not sure if that is possible, I will look into that and see if there is a way to do that.

    I predict that it's not possible because then there wouldn't be a need for THIS feature request. (Please consider leaving a Star.)

    Technically we would drop down the frame rate from ~300fps to 144fps, so I guess It's like the thing they want to achieve.

  • Hi Tom!

    I assume you're the one that takes care of the forums, so I'd like to request support for text anchors using bbcode.

    This feature would make it easier to navigate inside huge posts like the THIS one for example.

    (The info found on THIS ancient phpBB forum thread might help you out.)

    This is not an urgent request and can be done whenever you got the time for it.

    Thanks and looking forward towards a quick response!

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  • Updated the Roundup with the following change(s):

    • How To: Only Have 1 Process While Running NW.js (NW.js V0.18.6+)
    • Added some minor info about the "package.json" files
    • The images used inside the post are now heavily compressed and should load faster

    Thanks for your suggestions, keep'em coming!

  • Great interview, thanks for that grandbrinus and Ashley!

    I really wish for more interviews or podcasts (#bringbackpodcasts) like this.

    Besides from the devblogs, I think that something like this is a great way to answer FAQs from the community.

  • The part about custom builds is a bit iffy, for the same reasons they don't want to promote Electron.

    I mean it's not really my/our problem to deal with to be honest. It's always been possible to export and create desktop games as a free user.

    Either way for cases like that there is the law, specifically the licensing agreement that we all have to agree with.

  • Updated the Roundup with the following change(s):

    • How To: Workaround Steam Overlay Not Appearing
    • How To: Use The Built-in NW.js FPS Counter
    • Some minor changes to make it look less like giant wall of text

    Thanks for your suggestions, keep'em coming!

  • Maybe the lessons / workarounds listed here could be put into a tutorial and linked from the front page...?

    ...

    That's kinda missing out on the point of this, I wanted to sum things up with this and make it easy and understandable while doing so.

    Thanks for your kind feedback.

    I think that those who don't have anything to do with NWjs are not following this thread and those who do would appreciate to be up to date ASAP, so I would vote for updating it whenever there is a new info.

    Noted.

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TheRealDannyyy

Member since 30 Sep, 2014

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