damainman's Recent Forum Activity

  • TunaUppercut I've dumped another version of the game with the old box2d physics engine enable for you to try. Aside of that I can only try dumping the player higher off the ground so it doesn't skip the physics check.

    Jayjay The overclock wont make a difference. Both my i5 and i7 are set the same way and I have a far steeper overclock on my gaming rig than TunaUppercut does too. From 2.4ghz to 3.66 or something worse. I think I can do a work around for this scenario just by spawning the player 16px higher at checkpoints.

    Here is the file:

    http://causalbitgames.com/demos/nope/win32.zip

    If this doesn't work I'll do the -16px y drop on the spawning. Aside of that maybe pausing before the level starts to let the event sheets catch up?

    Also just confirmed is the age of the cpu, not the speed that is causing the slow down. Someone with these specs runs the game perfectly:

    Intel Pentium P6200 2.13Ghz

    4GB DDR3 Ram

    Intel HD Graphics

    This laptop is only 3 years old.

  • TunaUppercut There is absolutely no reason for those bugs to be happening - it would happen on everyone if that was the case. So I'm going to go with my first guess and say the Node Webkit I did the windows build with is too old. Your computer is better than mine (video card) Cpu is the same, OS is the same, Ram is the same but I only have 8gb. So I'm going to give you this windows version I'm compiling with the r176 C2 Node Webkit. Let me know if this fixes the falling through the floor issues.

    http://causalbitgames.com/demos/nope/win32.zip

  • TunaUppercut have you updated your drivers? I have yet to have that one happen but I have been putting the Node Webkit back to the 0.8 stable version or whatever it is. I'll need your specs so I can test in the closest machine possible too! I think the music cutting out in some cases I've seen is also the Node Webkit. We're using it because it actually runs faster. The latest one kills the FPS by almost half...

    Also can you tell me what check points this is happening at and what stage. Stage 2 uses platforms instead of solids in a a couple of spots and that may be a potential cause of the problem, if not I can set the spawn Ypos higher to avoid that.

    Thanks for the feed back!!

  • Here were the two older systems I tested on with all drivers up to date:

    Core 2 Duo OC'd at 2.8ghz with a GF 460GTX Awesome video card - Game runs very choppy and even skips instructions.

    Quad Core less than a year older than my Core 2 Duo OC'd at 2.66ghz with a GF 260GTX - 60fps.

    The Core 2 Duo had the same ram and more of it too. They are both running Windows 7 not sure if 32 or 64 bit, it's been a bit since I installed them.

    I've also had someone else with a core 2 duo get the same results with a faster cpu than mine.

    TunaUppercut Thanks!!

  • dcadjust Haven't had to cross the steam road yet. Everyone else just wants a zip file so far. We are just underway with getting greenlit, we put it to the back burner until the game was ready to go.

    Thanks! The pc/linux/mac version was completed in C2, it's being ported over to unity so we can hit lower spec machines and consoles. As of now it doesn't run right on anything under a quad core, and I'm not even sure of the specs for Mac OS or Linux. And LOL! There are worse things in the game than pixel nipples, you just have to use your imagination and pay attention haha!!

  • I've been only using node webkit for my games so far. Insanity's Blade has been going on since April of 2013 and I've yet to have freezing issues. Mind you for our final build I went back to that old stable version someone posted just for my windows version because the last view have dropped my frame rate significantly. Especially with the r178 build of Construct 2. Another issue I have been having is non global objects carrying over to other layouts and slowing down the game. I've had to put code in to destroy all objects at the end of each stage to avoid it. Otherwise it drops from 60 to 10fps by the time you've played 4 stages. I didn't notice it so bad in anything aside of Node Webkit though it could be a C2 issue...

    Looking forward to a new stable release with better speed myself!

  • This is all the same stuff that started happening to me. Errors are the same. My game is also gigantic at this point. Firefox is working fine for me but it runs so bad I can't do a proper play test - Just for quick bug checks. I've been exporting to node webkit to do actual play tests. 173 was the last version that let me preview as well. I'm glad I'm not alone on this error

  • I'll third this motion as I have 2 sound tracks selectable at the options screen. I think I have 24 songs for each sound track and they are the length of a stage. The sound is basically about 90% of my games' size. I think it takes up about 400-500mb of ram when it's running with just one sound track at the moment. I also don't care about the delay on my end since I am only using node webkit!

  • This is the same error I was getting with my game... It only effected my huge almost finished one, the little ones were still fine. So it's not the game size causing this. I only saw this error in node webkit though, I just got a red bar for everything (and still do) except in firefox. Will be watching this thread.

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  • Ashley if you're referring to my project as being finished it's not. Although we've managed to work around the latest issue by using 2 pcs - one with 173 to work/preview and one with windows 8 and r176 to compile and test. And as I state I can't upload something that's copyrighted without sending you a form to sign. The way you handled my bug report was piss poor, it's not so open and shut because I can't upload copyrighted material

    I have no issue with giving you a call to discuss how to resolve our bug as well. Just give me a time.

  • Ashley, The game is too big and too much legal crap tied to it - Us uploading our games source code is no different than you uploading the source to C2! Is there a way to turn the cache back on? Since it's only in preview mode I'm having the issue it, only makes sense. Or maybe in a future build have the option to turn the preview cache on or off? We're stuck at 173 until that is resolved and this answer is completely unacceptable considering I've paid for the business licence and you didn't even try to talk about the issue.

    We are running a business here too you know.

    I can have a Non-disclosure form written up for you to sign and upload the capx to a private ftp.

  • Problem Description

    Node Webkit, Chrome and IE all freeze or show a red bar on loading preview. Firefox works.

    Attach a Capx

    Game has copyrighted material, unable to upload.

    Description of Capx

    ***

    Steps to Reproduce Bug

      Open a large game to preview

    Observed Result

    The only one that shows the error is Node Webkit:

    Uncaught node.js Error

    Error: Failed to read the "selectionDirection" property from "HTMLInputElement": The input element's type ("file") does not support selection

    at Error (native)

    at HtmlImageElement.img_onerror:(http://***my network ip***/preview.js:1375:13

    Expected Result

    Preview to run like before <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

    Affected Browsers

    • Chrome: (YES) Red Bar when it starts to load, then freezes near end.
    • FireFox: (NO) Game loads, runs like crap.
    • Internet Explorer: (YES) Blue bar when it loads then freezes near end.

    Operating System and Service Pack

    Windows 7 64-bit up to date

    Construct 2 Version ID

    Currently 173, errors occur on 174 and 175

    It seems to be an issue with Preview Cache being disabled. Exporting the game works perfectly (on all browsers and node webkit which we really need). All versions before 174 work fine for preview. This is only happening with our large games, the small ones still work. All using same plugins etc etc etc.

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damainman

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