TheRealDannyyy's Recent Forum Activity

  • Thanks to the years of video game console lock-in with certain titles like "Gears of War", and "Halo" This Microsoft customer is looking for a much better platform that is OPEN. (Cant make a windows version?!?!? Is windows not a Microsoft product?)

    ...

    Wow, finally someone that talks more open about things like these, I usually hesitate because

    I don't want to trigger certain people that cannot deal with criticism about one of their favorite products/technologies.

    It's facts like these that also let me think twice about any new thing that Microsoft comes up with.

    Although Ashley is right, at least they improve and try to do things better, which works out sometimes I guess.

  • Closing as duplicate of https://www.scirra.com/forum/sound-issue_t180275

    tl;dr - it's a Chrome bug which is already fixed.

    Alright, thanks for the info.

  • I think that this is a Chrome bug - I submitted (and just re-submitted) a bug report for it a few months ago. Please star the report if you experience the same bug in Chrome: here. In the interim there is a work-around - play a very quiet sound-at-position during a loader layout, where you won't notice any jank. The benefits of being reliant on browsers...

    Oh no, does that mean that we have to wait for them to fix it and wait for the NWjs team to update to the newest version too?

    I also thought about that workaround but I decided not to take any risk and run with "Equal Power" mode because you never know how other peoples PC's/Linux/OSX would react to this. What freezes for 3 seconds on my end might crash on theirs.

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  • Problem Description

    Finding the cause for this glitch took me a while but I think that I've finally found it.

    My game is using positioned audio in the gameplay part and I've noticed that it takes up to 3 seconds to load in a layout.

    At first I thought it might be caused by the layout loading system but then I found out that positioned audio was at fault.

    Basically when the game is playing positioned audio for the first time, using the "HRTF" mode it comes to a complete hold.

    I'm sure that "HRTF" is at fault because "Equal Power" works as intended.

    Attach a Capx

    Click HERE to enter the download dimension.

    Description of Capx

    Holds an example scenario, pretty self-explanatory.

    Steps to Reproduce Bug

    • Select your preview browser and run the game in preview mode with preload sounds "ON"
    • Notice the glitch kicking in when the time runs out and the positioned audio starts playing
    • Notice that the game works as intended again

    Observed Result

    See *Affected Browsers* section for browser specific information.

    Expected Result

    Everything should be loaded in, without any glitch just like in the "Equal Power" mode.

    Affected Browsers

    • NW.js: Full stop of the game for about 3 seconds until everything works again.
    • Firefox: Positioned audio loads in with a delay of about 2 seconds.
    • Internet Explorer: Works as intended, no joke!
    • Chrome: Same as NWjs.
    • Edge: -Not tested yet-
    • Opera: -Not tested yet-
    • Safari: -Not tested yet-

    Operating System and Service Pack

    Windows 7 with latest updates and up to date drivers.

    Construct 2 Version ID

    Newest release r233 Steam release. [Personal Edition]

    Additional maybe useful information:

    • NW.js version: v0.14.0
    • Checked C2 data with the Steam software data check system (0 Errors Found)
  • dropbox.com/s/nwyvxrfb0mg4q8u/gamepadmap.PNG

    You set the string returned from each button manually yourself, it is not defined anywhere.

    I guess that is a valid workaround.

    Well, I think I will optimize it a little further and add it to my project.

    Thanks oosyrag

  • Do it manually. On button pressed, set a variable to the character you prefer.

    What does that mean, could you please provide me a screenshot or something?

    Use Gamepad.LastButton to check what was the last button pressed.

    "Gamepad.LastButton" returns a number and not the string of a button.

  • This is a short one and I might just have missed this feature.

    I'm currently working an a custom controls menu and I would like to display a gamepad button as a string. (e.g. 0 = A | 1 = B ...)

    I know that the keyboard plugin has an expression called "StringFromKeyCode", I would like to do something like that with a gamepad button index.

    If it doesn't exist, I would like to suggest adding an expression called "StringFromButtonIndex" to the gamepad plugin.

  • Jeez, that sounds like your system is running out of memory and swapping solidly for 25 minutes or something. IIRC the packaging step consists solely of creating package.nw, which is basically adding all your project files to a zip. So it shouldn't take significantly longer than doing the same from Windows. I'd imagine it's limited by your hard disk write speed. It also doesn't compress any NW.js files so the NW.js version should have no impact on this at all.

    You could try disabling antivirus/Windows Defender in case that is slowing it down (AV may scan everything written to disk in real-time).

    30 minutes is extreme and sounds like some kind of fault condition (or poor hardware? :-\) but assuming export can finish in <5 minutes, that seems reasonable to me - I never thought anyone would export regularly, you do all your testing from C2's preview mode then you export once for publishing, right?

    My hardware is surely counting as "old", compared to today's standards (DxDiag) but it is more powerful than the hardware inside my laptop. I have to admit though, having Chrome (Video Stream) + Steam + C2 Export running at the same time, might have an impact on the exporting time.

    The only thing that I still don't understand is, why NWjs 0.14.0 is doing the job so much faster than the updated version, it just makes no sense to me.

    I'm using Avira Anitvirus which is almost never complaining about anything I do and I also let C2 function over the firewall, if that helps in any way.

    I'm not exporting that frequently, just sometimes to test out multiplayer features with my friends, that's why an exporting time of 30 minutes is still acceptable but nonetheless could be improved with separated exporting I think.

    I will keep going with NWjs14 and give NWjs17 a shot, when it comes out to see if it brings any change.

    For now, I really hope that you could maybe surprise us with some NWjs enhancements in one of the future C2 updates.

  • If that's the case then I also add my +1 to this.

    Would be nice if this could be implemented on the go, together with my recent NWjs suggestion.

  • Alright guys this is ridculous...

    I thought for the sakes of testing Steam4C2 within the Linux & OSK builds, I should downgrade to NWjs v0.14.0.

    Now to the ridiculous part, my packaging time got reduced to ~2 minutes.

    So either the NWjs team did something terribly wrong in 0.16.0 or it is C2's fault.

    I don't want to pass the blame to someone specific but one of them did something wrong for sure.

  • I've got a question that has been boggling me, addons that get sold in the scirra store are used by the buyers in their games, so let's say someone who bought the addon decides to put his game's capx for sale, he is required then to include the addon, that he bought, with the capx, and this is where the problem lies. I mean I couldn't figure out a solution for this. Any suggestions ? I wanna put an addon for sale in the store but I don't want it to be published by the buyers with their capx.

    If I would have to be the judge, I'd say that you are in the right.

    He technically sells content that was made by someone else, which is clearly not allowed.

    I guess that the support will have to deal with it and remove it, if the seller doesn't change his files by himself.

    Of course he is allowed to sell the capx file, my point is that he has to remove your content and maybe

    put a warning on the page that says "THIS CONTENT REQUIRES X PLUGIN MADE BY X".

  • I even send the Portrait-Dude Codes to download other assets from me and still got a bad star-rating and review.... this simply SUCKS!

    Sometimes you got ignorant "haters" like that, it's frustrating for sure but there is nothing you can do about it either.

    In your case it would be the best to get in touch with them and help them out, a normal customer would surely appreciate that.

    (I assume you did try to solve the issue and did not just gift them something and requested to up the rating for it.)

    It´s just super annoying, that there is nobody you can talk to when there are unfair reviews.

    Are you sure about that?

    Did you contact the support, that's normally the best way to deal with all sorts of Scirra Store issues.

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TheRealDannyyy

Member since 30 Sep, 2014

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