Jase00's Recent Forum Activity

  • Wow this is a great sounding solution that has been needed for a long time, thanks for all the work put in to this!

  • Try changing your app version to 1.0.2

    The error seems to indicate that you cannot have more than 3 digits in your version number.

  • I guess this thread is about rhythm games now lol.

    DigimonFuzion10 Are you new to making games? I think there are bigger challenges ahead beyond the initial "creating arrows with tails". For example, if you have a 4 minute song, then you probably don't want to have your entire chart loaded at once, because you might have 1000+ arrow and tail objects existing at once, all moving, all being checked for keypresses. This might make your fps drop below 60fps on lower end computers.

    I'd recommend using an "array" to store all your arrow data, but arrays might be a challenging thing to learn about if you're new to making games, but I highly recommend learning about them - you could read the Construct documentation about arrays here. Arrays can store data and are good for lists of objects (a rhythm game is basically a list of arrow timecodes, how long the tails are, what arrow key it is. An Array can store all of this information). You could then use the array to detect when to spawn arrows in, so that you only have about 5 arrows existing at any given time. This means you have much more room for performance, like having FNF characters in the background and more effects and stuff.

    I suppose you're only having a bit of fun though, as you are making a FNF fangame - But if you find that you LOVE making games and you want to improve your rhythm game in the future, then consider learning about arrays!

  • You do have to preview again, then click "Reload All".

    I agree with an option to combine "Reload All" into the preview button - I often click Preview, go back to my NWJS window, and don't realise that I haven't clicked "Reload All", even after months of doing this!

    There's this page that has shortcuts, apparently SHIFT+F4 or SHIFT+F5 will do it.

    I'd love to change this into a 1-key shortcut, but hey maybe AutoHotkey could help there.

  • I use remote preview to test in NWJS every time I use C3, reload all works as expected every time for me.

  • If its supported on all browsers and has some benefits, then I find that Scirra are usually interested in things like this, so maybe!

  • I recently had a possible bug when using OR with a few "System > Compare Variable" conditions within the event. I debugged my project for a while, trying to understand why something didn't work, and I remember thinking "maybe it's this OR event" and I split the event up so that it was no longer an OR block, and it fixed the issue. I moved on and forgot about it until I read this post.

    Might be related, not sure, could have been my own mistake!

  • There's a handy way to find out! Right click the variable and click "Find all references" and it will give you a list of all events that the variable is used within.

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  • Ayy,

    So I'm currently making a rhythm game, and I'm noticing an issue with smoothness of my game when VSync is turned on.

    Imagine DDR or StepMania with the arrows moving towards the top of the screen - I set the Y position of the arrows according to the "Audio.PlaybackTime" so that they line up perfectly every time at the top of the screen for the player to hit the key successfully. Syncing to Audio.Playbacktime also allows you to adjust the "Playback Rate" of the Audio and the arrows sync up perfectly, which is great for replayability and added challenge!

    I also have 1 Video object as the background. It's literally just playing a video, not synced up to the music or anything, no other events occuring to this.

    When I play with "VSync On", I get 60FPS, 7% CPU usage, nothing bad, but visually, the arrows movement, and video playback, are both very jittery.

    When I play with "Unlimited (Ticks Only)", I get 1000+FPS, and the smoothness of the arrows and video is PERFECT, like exactly what you would expect - The video is not jittery, the arrows are buttery smooth. The only problem is, as "Ticks Only" is for benchmarking and there is no "Max FPS" cap, it is shooting my CPU usage to 99% and my laptop fans start screaming.

    I have tested both "VSync On" and "Ticks Only" on several monitors (60hz, 144hz, 240hz) and the jittery issue is always there with VSync, and it is non-existant with "Ticks Only".

    I have some questions:

    1) Is the jitteryness likely a bug, or is this just the nature of VSync in HTML5?

    2) Could we possibly have a "Max FPS" variable for projects, that can be changed during runtime? This could be an easy workaround for this case, and I understand other engines have this type of setting (e.g. Valve's Source Engine has "cl_maxfps" which is usually defaulted to 300. Also, I understand that GDevelop has a "Max FPS" value in the project settings).

    3) Could VSync be toggleable during Runtime via events - so that anyone making desktop games with C3 can add the standard "VSync" option in the options of their game, much like most games have? I worry that once I release my game, that people may feel input lag with a 60hz monitor if VSync is forced to be on. Most people using a 60hz monitor playing a shooter, precision platformer, rhythm game, etc., would tend to turn off VSync.

    As of now, I can't seem to reproduce the jitteryness easily for a bug report, I don't quite know why, maybe it's the nature of a rhythm game creating new objects (arrows) quite frequently or something, but I'm still trying to figure out a way to demonstrate this in a minimal project without needing to share my project (as I wish to keep the files private). I will try to capture footage of my project with a phone camera or something in the mean time, although I understand this still isn't 100% helpful compared to a bug report.

    Much appreciated for your time!!

  • Sorry to not be of any help, but:

    Your username is "clickfusion", your screenshot is from GDevelop, and you're posting on the Construct forums.

    wat

  • I mean, to me it seems fair that some people would have inaccurate clicks, everyone uses a computer in their own way, whether it's just casual users that aren't accurate with a mouse (I see it all the time at my day job), or a disability or something.

    The way I look at it, is that someone cares enough about this tab thing to spend the time to write about it in multiple forum posts, it must affect them enough.

    It doesn't seem like a silly "omg can u move this UI element 4 pixels right coz it looks neat" or anything trivial, but sounds like someone getting frustrated about accidently closing the tabs, for whatever reason that may be.

    I will always support the idea of catering to more customisable preferences. Like right now, I wish I could hide columns in the "find" window, simply because I always have to spend time dragging the bars to hide the "event sheet" column, which I often don't need.

  • Oh I understand now. Yeah I can imagine unpredictable things happening even when adding something seemingly small. Thanks!

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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