Ragtime's Recent Forum Activity

  • Thanks for your answers <img src="smileys/smiley20.gif" border="0" align="middle" />

    Haematite

    What do you mean by "pretty well"? It is perfectly fluid (it can be sometimes, exactly as it should be) or just.. acceptable? How long was your session? (not long I suppose, since this is just a semi-prototype <img src="smileys/smiley9.gif" border="0" align="middle" /> not very fun)

    Kyatric

    In my case, according to you... Where does the problem come from? (if there is one)

    Browser? As far as I've tested, the performances seem similar from a browser to another.

    C2? Is there some specific things that C2 hardly deals with? Or some specific options/features I haven't enabled/disabled?

    My project? Did I something fundamental wrong? Too many loops? Too many sprites? Too many physical objets? Seriously I don't think so... That's why I don't understand... If you don't have the time to check the .capx, I'll sure understand but please have a look at the web version... It might give you a clue about what could be wrong in all that mess...

    My project is currently much less "intense" than the demo you posted (particularly the second one).

  • Hi,

    I've encountered a lot of more or less important problems during the last months, but I know there is always a way to fix them or an alternative solution... it is just a matter of time. In term of gameplay implementation, I'm satisfied and can't wait to add new functionalities and the final assets.

    But something worries me muuuch more than specific issues: the global "lag" of my game. I don't remember when, but at one moment of the development, the game started to "lag" on my laptop. On my computer at work it seems ok, but that kind of games are supposed to be played on (almost) every computers, aren't they? More generally, whatever the computer, sometimes the game is fluid, sometimes it's really slow... and during "long" sessions, it gets slower over time.

    I'd like to share my project (WIP) in order to help you (and me) understand why the result seems so... unstable. Maybe it won't be laggy on your computers, I don't know..

    The html game:

    http://dl.dropbox.com/u/39121175/index.html

    The C2 file:

    edited

    ("space" to pause the game and restart a new one, click to drop balls)

    At first sight, the projet could seem to be a mess (in which I'm not lost, fortunately), there are a lot of global variables (too much? I don't know), but not too many sprites nor too many physical objects (according to the tutorial I've read about optimization), and I think I destroy all the created objects when they're not useful anymore... I don't display anything extraordinary so where am I wrong? Which fondamuntal mistake did I make?

    In addition, I'm actually not sure that the FPS displayed is really consistant with what's happening... Something the FPS seems pretty great while the game is slow... eventually really slow...

    I can -eventually- give up some further features, but I really don't want to create a laggy game, I must be confident in what I'm doing, and not beeing afraid by everything I will add in the future in this project...

    Please help <img src="smileys/smiley19.gif" border="0" align="middle">

    Rag'

  • You're the men, guys :)

    I'll have a look at this! And eventually get back if I'm lost...

  • "invisible" was not the right word, sorry <img src="smileys/smiley9.gif" border="0" align="middle" /> I meant something like... "masked".

    For example: I have a sprite, I want it to be "masked" by default (for the player, it would just be invisible) and smoothly unmasked when I put a scope over it, just like the example above but "reverted".

    In a game, it could be, I don't know... Maybe some "invisible" ghosts the player would have to reveal with a magical light.

    Know what I mean? I think my description is not clear enough...

  • Interesting!

    With that kind of method, is it possible to have a sprite "invisible" by default and reveal it by moving the scope over it?

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hi all!!

    I'd like to know if there were a way to make a dynamic alpha mask, like a sniper scope or something...

    But actually, I'd like to make something like a sniper scope, but "reverted" : everything would be invisible but the objets within the scope would be revealed.

    Is this possible? If so, how could I do that?

    Thanks in advance!

    Rag'

  • edited... I'll try something...

  • OK, I see. Thanks for your answer.

    Is there a hope to see this bug fixed soon or should I find another solution?

    It's a really annoying bug...

  • Is it something specific to the release 76? (if so, I can downgrade temporarily...)

  • Hi there!

    I have a little but really annoying problem with my project:

    The physic elements worked perfectly fine until now, but since I tried to replace the static sprites by the animated ones (nothing more !), sometimes the physical collisions seem to be... how to describe that... just ignored :o (rarely, but rarely is still too often...)

    Is there a known issue concerning physics and animation??? This is really, really strange (seriously).

    Could it be a problem when the animation loops exactly at the same moment than the collision, or something like that...?

    I may have done something wrong but I don't know what...

    Please help :o

    Rag' <img src="smileys/smiley18.gif" border="0" align="middle" />

  • This plugin could be really really useful, I'll test it as soon as possible! Thanks!!!

  • Thanks for this plug-in :)

Ragtime's avatar

Ragtime

Member since 28 Dec, 2011

None one is following Ragtime yet!

Trophy Case

  • 12-Year Club
  • Email Verified

Progress

13/44
How to earn trophies