Guif0DA's Recent Forum Activity

  • Guif0DA

    MelVin

    Thanks so much! I am very curious on how you guys may implement/improve upon those examples. I think we can build a sample base of cool stuff/ideas and have the pros-cons of each method mentioned also, so anyone interested on some eye candy technique won't have to reinvent the wheel or waste a lot of time for stuff that perhaps does not apply on their target platforms.

    Nice idea, I'm planning on implement the lightning system on my topdown rpg game, so depending on the things u guys make with I might get some ideas for it, looking awesome already what was done here

  • An other test. Based on the last test, this time it's a Sunset! Give it some time to complete. Again, a mess of a capx

    incredible work =d

  • Wow.. looks very solid that game, simple commands but working perfectly, good work!

  • The ambient looks good!

  • Hello and welcome to the community ;)

    about the export to desktop it depends on the quantity of effects, particles and shaders u are going to use at the same time in the 'active' window.. it it is too much the framerate will drop

  • Yea as new said probably its because of the browser itself that didn't loading something correctly.

  • Its seems to be working good now in 145 ;)

  • Actually, r145 fixed itself.that's good to know, actually I did not downloaded it yet but I will test it when I have time

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    I would really love see 3D implemented in C2 in the future

  • As far I know it's impossible to create specific object from a family by adding filters to that object.. independently it will always spawn a random family object... that was one of the features I always asked for.. in construct 1 that's possible to control and it would a very welcome thing to C2.

  • Did the same exame using only the official pathfinding and still it's appearing problems, check my new topic, thanks

    scirra.com/forum/topic76140_post456125.html

  • Link to .capx file (required!):

    Version 144.2

    dropbox.com/s/sg3e5s4dqylumid/pathfindingbug_2.capx

    version 142

    dropbox.com/s/4pxs2mctt6yhpgo/pathfindingbug142_2.capx

    Steps to reproduce:

    1. Download the capx and debug it, go to profile section to check the "attack, enemies & HUD" group CPU usage.

    2. start to walk with the character with arrows or WASD

    3. keep moving, group will start to get very high cpu usage (will vary from 20 to 70%) and will freeze sometimes, FPS will start to drop after some time.

    4. You can download the pathfindingbug142_2.capx to check the same events and condition saved in 142 version running smooth without any problem or freezes.

    Observed result:

    High cpu usage while walking with character, if you don't move, still the CPU usage is high and not correctly compared to 142 version for example. It seems that depending on the order in the conditions the game runs smoothly or with poor condition in the latest version but in previous version it doesn't matter.

    Expected result:

    Testing it in old versions like 142 (download the 142 version above) and olders it won't cause any freeze or have high CPU usages, this is a very basic event.

    See image below:

    <img src="http://img196.imageshack.us/img196/2120/awyp.jpg" border="0" />

    Browsers affected:

    Chrome: yes

    Firefox:

    Internet Explorer: yes

    Operating system & service pack:

    Win7 64bit

    Construct 2 version:

        144.2

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Guif0DA

Member since 5 Dec, 2010

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