AnD4D's Recent Forum Activity

  • Just downloading C2 onto my laptop to see what I'm getting there. Really confusing, as the only thing that has changed was that BF4 dload... unless Steam's done some automatic updating...

  • Turns out BF4 wasn't installed, just downloaded through Origin, so it wasn't that. However, I've just done a system restore, and it stated that a version of DirectX was installed. Could this be my problem maybe?

  • See, now I'm confused. I just downgraded C2 back to 145 and ran the project I was working on this morning at 60fps, and it's also half now. Any ideas on what could cause this sudden change, even on an older version?

    The only other thing I've done on this pc today is install Battlefield 4 beta, that that was on a separate hard-drive.

  • Yeah, just tried it on another project I was working on this morning, and there is a massive drop by about half on that one too.

    Shame.

  • Hey!

    Just wondering, has anyone else noticed a performance drop recently? I haven't worked on my project for a little over a month, but recently repositioned a lot of the layers, etc to ensure I was getting a smooth 60fps.

    I loaded it up today with version 146, and suddenly noticed it looked like it was lagging slightly. Ran the new debugger, and saw that the frame rate had effectively halved down to 30.

    No idea what could have caused this. Even levels which are pretty straight forward with not much happening are running at the same fps.

    In the debugger, the engine appears to be running the highest, sometimes reaching 7%, and the draw cells are occasionally the same.

    I can't see what needs to be changed. It's just slightly frustrating that I have to go through bit by bit again to find out what's causing this sudden drop.

  • I'm pushing ahead with normal mapping, even though it doesn't work correctly with tiled backgrounds as far as I can tell, but I've come across something I hope some clever clogs can help me with.

    I'm using multiple light sources for my game, and so I would like my normal mapped objects to be affected by multiple lights, but I can only get it so that it is affected by 1.

    Anyone know of a solution or a work around? I'd rather not use multiple normal maps on each sprite if it can be avoided... If that would even work.

  • Very interesting. I wonder if it's possible to have this connected online somehow, so we're all playing with the same stock market. That would be pretty interesting.

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  • Link to .capx file (required!):

    dl.dropboxusercontent.com/u/50465867/Construct/StrangeAudio.capx

    Steps to reproduce:

    1. Add positional audio to an object.

    2. Play project

    Observed result:

    Audio is distorted, and the speed of the sound appears to be affected.

    Expected result:

    Audio should sound quieter the further away it is. It should not sound slower. For example, the explosion file is a little over a second long, but for some reason it takes close to 3 seconds to play through.

    This was working fine a few versions back, and have looked through the release notes to see if there's anything that may have changed this, and can see that audio has been edited, but I can't see what would change this.

    Browsers affected:

    Chrome: yes

    Firefox: Positional audio doesn't appear to work

    Internet Explorer: Positional audio doesn't appear to work

    Operating system & service pack:

    Windows 7 SP1

    Construct 2 version:

    r145

  • Ashley

    Sorry about that! I have added it to my Dropbox here:

    https://dl.dropboxusercontent.com/u/50465867/Construct/NormalMapTest.capx

  • Just an update to say this is still happening in r145. Hoped the tweak to the tiled bg expressions meant it was resolved :(

    Is it a bug? Or by design?

  • Sorry to bring this thread back up, but I have a question.

    I'm currently working on something using the canvas plugin, and when more than 50 sprites are added to the layout, my fps suddenly begin to fluxuate from 60 down to 30, and back up again, going back and forth. This is very noticeable when moving around.

    However, if my fps was at a constant 30, I feel you wouldn't be able to notice any slow down. Does this make sense?

    Ashley said there's no reason to limit fps. Does my situation give it a reason?

  • Is it possible to include a destination in effect on the falloff, which would allow textured objects to be in shadow until the light is over them, rather than just a black space.

    That make sense?

    If I convert one of the objects in this example, say the star to have multiple colours, it shows up even if there are no lights around.

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AnD4D

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