TheRealDannyyy's Recent Forum Activity

  • Not a lot of releases by Ashley this month, I guess he is working full-time on C3 now.

    Thanks for doing this Kyatric!

  • Thanks for the link, That tutorial is referring to efficiencies gained in your event sheet structure by calling a function for actions that will be called in different places in the event sheet. It had nothing to do with making the events run faster, and it only removed repetition so and edits only have to be done once.

    There are some good techniques for making event sheets efficient, but I don't think that's one of them! I suggest this: don't waste your time would be the best start.

    Just a bad example I guess, but you get the idea.

    I want to help out with new ideas for C2, instead of native exporting which is a thing for quite a while now.

  • , I must confess that I don't see how your example shows a more efficient alternative. I don't know how those events would be rewritten in JavaScript, but the inclusion of a function that way would surely result in a few more lines of exported code where the function is declared and referenced. More lines of code equals more for the CPU to do....

    This is the recommended way of eventing by a professional C2 user, however that was just an example. (Link to the post is HERE)

    To be honest Colludium, I don't think that Ashley will have the time to look through thousands of games and optimize them the way they should be.

    This debugger system would do the work for him, that was my main idea behind that.

  • I have an idea that might be easier to make instead of a full native exporter.

    Ashley since you tend to look through all the CPU-bottlenecked games:

    [quote:3cdgil49]...please, link me to every example of CPU-bottlenecked games you can find. I want to investigate them...

    What about this, a build-in event debugger that checks for those, performance breaking events?

    So I mean a system that checks for mistakes like this for example:

    Tells the user that the events on line XX (in this case 4 & 5), can be optimized.

    And if the user wants those events to be optimized, the event debugger will change it to this for example:

    With this kind of system we could keep running on the HTML5 track and also make games with well performance.

    What do you guys think about that, Ashley what do you think about this kind of system?

  • There is already an android game showcased as "made with C2" example. (Click HERE)

    I don't want to be offensive with the following list but:

    • It has constant framedrops. (Mostly when objects are created into the layout)
    • Quiet long loading times between layouts. (Compared to a 3D game made with other engines)
    • Huge filesize (Because of the 3rd party wrapping)

    It is quiet hidden from the other "successful" games featured on the main page

    but I guess that is just how the webmaster choose it to be. (OR maybe on purpose?)

    I would like to hear a statement about that game from Ashley or the developer himself if possible.

    Maybe some words by Farias himself answering the following question for example:

    What do you think about the current methods of exporting, did you experience any issues?

    P.s. Before people start blaming my mobile device, I got a LG phone with 500mb ram free to use, quad core processor 1,5ghz and a quite good graphics card. (Nvida Tera)

  • TheRealDannyyy

    I'll be able to do that probably within a month or so. I have NDA over my head so I can't show anything from that game until it is finished and released to public

    Let's change it up a bit, can anyone else in the C2 community upload a smooth running android game for me to test please?

    It doesn't have to be uploaded to Google Play, you can also PM me the link to download it.

    (Once again I'm just curious about that, I dont want to support any of the groups here.)

  • >

    > 1. You have to prove that all of your games run 60 fps on every device - if at least 1% of all 177,817 registered users will say that your games run 60 fps on their devices, it will be enough.

    > 2. You have to prove that you are not the only one, who creates such games - show me at least 1% from 177,817 registered users who create such games.

    >

    1. I don't think it's possible. I can't afford (yet!) to buy every single device that ever existed just to show you it works at 60fps

    2. Sure! Let me get back to you after I finish sending 177.817 PMs to all members.

    Could you upload any of your projects (that you want to be public) just to show of how smooth it runs on android devices please?

    I'm just curious about that, I dont want to support any of the groups currently. (Native / VS / Wrapper)

  • paradine

    Also if you didn't know - 3D runs way faster then 2D on all hardware (don't let me get started about this...).

    you should stop complaining and leave if you don't like c2. there's java. learn it and android sdk and build your game in androids native language. good luck with that.

    That sounds rude, anyway the most of us care about C2 and therefor we ask questions about comparisons, features additions etc. because we want C2 to improve and not to get everyone up to using different game engines.

    I still think native exporter would make a change, HOWEVER Ashley and his team will never be able to push out these updates as fast as many of us think.

    And while they would work on the native exporters, web technology will improve too, so at the end we might just get native exporters with the same strength as the current third party wrapper exporting methods.

    Also comparisons between Unity and C2 are not right, if you compare the team of Ashley (Scirra) and the Unity Team.

    So if we want to compare projects etc. with C2 we should consider that in future.

  • do a SSD consistency check , and fragmentation, and make sure u open c2 as administrator, it may cause problems, if ur using non administrator accounts or privileges, and also if ur HDD SDD has a slight bug of writing reading cache where c2 stores... thats what happens for me most of times... my hdds are almost dead ... still have plenty of space for bigger programs to run, the thing is .. a portion of the partition which by default on c2 is the C drive where u also have the windows most of times installed.. doesn't reads it fast enough or just could not read some data... that might be your problem, i think this is either a Hardware one or smthing blocks C2 ability to read the cached data. i cant see why it acts on ur side that way... ur RIG is pretty strong ... 5 times stronger then mine.. and i never had a full freeze on c2 my only freeze as i told before was when i was using AFFX which almost kills my computer by itself.. skype and teamviewer all at once then i opened c2 and yea no more memory... but in ur case thats not it.. i doubt will be a steam problem... or c2 steam platform problem... is something else to do... what programs are running in bg? can u run only C2 trough steam platform only? dont use firefox or other stuff opened.. make sure u dont have any bg software's.. CTRL ALT DEL task manager it ... then see if the sluggishness still happens.. maybe is steam trying to close other software's or bg processes... if ur in game mode.. but then... not sure if i might be right on any of the above points... and im pretty sure you already tried all those ... have no idea then really without a error report on crash ... to see what causes it we cant say .. really. we only can presume things goes wrong..

    As we said several times before, we all have quite good setups and pretty clean systems running.

    I don't think that we have a hardware problem since we all have kinda the same issue.

    Also if we are supposed to use Steam's offline mode while using C2 I see no point in using C2 over Steam then anyways.

    I really appreciate that you guys try to solve the problem but I think any suggestion according to hardware rigs should not be posted anymore.

    Please let's only post real fixes or workarounds in this report for the future, thank you very much!

  • Enjoy your new "Steam software", I have one more idea that came into my mind today about the sluggishness.

    Do you guys have "Mobile Previewing" enabled? (This thing)

  • nice to hear you solved the problem you had... but still continues after 1 day now? it might not bee steam or C2 ... but your hard drive ... is it almost full? what settings you have for caching things? how much space you have in the C2 auto save folder? is it OLD or new ? is it HDD or SSD?

    It is kinda weird, in the older versions (and I mean very old versions) this never happened to me.

    To be honest I never really noticed when this sluggishness started but I guess it has something to do with Steam, since I used the standalone version then.

    As I already said and Ashley confirmed, the steam version is the exact same version as the one available here so it has to be something with Steam.

    I cannot do more than updating all my drivers and OS to the latest version available.

    My HDD is fine and all of my hardware is up to date and powerfull enaugh.

    For my side of issues it is easy to handle so I dont see any reason to go on trying to find a fix, if it works it works.

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  • Thank you for your response ASHLEY. I fully understand the way you're reasoning, without being able to reproduce the bug it's nearly impossible to find the cause. The good thing about this thread is that we have actually found a workaround. With the auto-save turned off I can work for a whole day straight feeling confident that Construct won't freeze. With auto-save turned on however I need to restart or force the application to shut once every 20 minutes. The strange thing that it doesn't matter which platform I use, the bug is always the same (even though my desktop computer cope with the slowdown a bit better).

    The Steam Overlay doesn't do anything in my experience, but I have disabled it as it is utterly useless in construct. I'm actually quite happy with the workaround, I can actually live with that. But I'm thinking about asking for a refund just to catch the attention of Steam support, and shed some light on the issue. It has been reported before, and we're a couple of people experiencing it (god knows how many, I waited almost a year before I reported)

    Thank you for pointing me in the right direction for a good workaround, as well as being committed in this thread.

    I will mostly likely go on working like I did before, at least I just have to minimize and reopen the window and everything works fine then.

    Thank you Ashley for the fast response, good luck on waiting for Valve to answer you. (Valve will take their time, like they always do...)

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TheRealDannyyy

Member since 30 Sep, 2014

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