Rory's Recent Forum Activity

  • I just tested it on my project which has quite a large number of collision checks and draw calls. It usually gives me a 90-100 FPS range and occasional drops to 80+ without web worker, but gives me constant 100 FPS no drops at all with :)

  • It makes it so the physics is precise each time you run it, so that it will be the same on everyone's machines :)

    You can set it on initialization for each client.

  • You make sure to use the fixed stepping mode for Physics and sending the same movements should replicate the right results on each device

  • Something I've been working on for a few weeks. It's the start of a pretty big project. But I'm bumping into some walls I can't work around at the moment sadly.

  • Rory's guide to simulated frame rate cap

    There's been a feature requested since the start of Construct 2 that has yet been added, which is frame rate capping, something seen in most game titles.

    For various reasons, you may want to limit your frame rate for your game.

    1. Artistic Choice

    Smooth visuals may not be what you're going for with your specific game title

    2. Consistent Framerates

    Some people have 240hz monitors that support 240 fps. But not everyone has graphics cards capable of playing every title in 240fps.

    Having unconsistent drops in frame rates is much worse than having a fixed 30fps,60fps,120fps.

    Not many people may understand this problem because most people use 60hz screen devices.

    3. Preference

    Some people just prefer playing games on fixed refresh rates because smoothness feels artificial. I personally don't get this, but I know people who do.

    So since there has yet to be an official solution, here's one bad work around.

    MY BAD SOLUTION

    1. Detect your game's refresh rate.

    Using the system variable "fps" check what the player's refresh rate is.

    Save it to a variable called RefreshRate in a layout where there's nothing slowing down the game.

    2. Limit it based on what you determined the player's refresh rate to be.

    Eg. If the player is running on a 60fps monitor but you want it to be a 30fps game.

    Eg. If your player is running on a 120fps monitor but you want it to be a 30fps game.

    I have a 100hz refresh rate.

    This is 50fps with it halved

    This is 25fps with it quartered

    Notes

    -Popular refresh rates are 24/30/60/75/90/100/120/144/240hz

    -If you do fancy math, taking your RefreshRate variable and your desired target frame rate, you can find out how many frames you need to tick because you render one frame and at what time scale

    -You may have to work around some other stuff, like not running things on every tick, and instead on every "Moving Tick".

    Of course the system is still actually running at 100fps, it's just pausing the game 1/2 or 3/4 ticks and then speed it up for the last tick. It's only here to help with reasons 1 and 3. For people who want frame rate caps for artistic purposes and preference. You might run into more problems in the future.. but this is the best solution I can come up with until Ashley gives in to the age old request for frame rate caps.

  • The plugin doesn't work with Save states

  • > But we are testing pretty much C2 on browser.

    >

    That is expressly what we are testing, yes. Read http://www.scirra.com/blog/ - the team are working on getting C2 functionality working in-browser first - so... yeah, it's going to be C2 on a browser <img src="{SMILIES_PATH}/icon_e_confused.gif" alt=":?" title="Confused"> Isn't that really enough, for now?

    On launch, C2 didn't include an image editor, a physics engine, tilemapping, social media integration, complex collision polygons, multiplayer, not even half the exporters or publishing plugins, web-font support, lighting, positioned audio, LOS, debugger or profiler... the list goes on. I know a lot of these things are missing from C3 at present - but this team is no slouch! Have a little faith.

    That's a great point and I want to add something I feel a lot of people don't realize.

    While Ashley and team has not mentioned money being a big part of their decisions recently (as they shouldn't) all those features were possible, and C2 is the great engine we have now, because people paid for it, supported it and they were able to constantly add onto it.

    Cash flow must be tight selling one off licenses to an ever-shrinking target audience.

    Although it would have been great to have gotten more than quality of life and performance updates for the launch of C3, I will support it, because that money will be used to fund Construct's Team to continue building on it.

  • Can you not apply the pixellate effect to the whole layer, rather than the objects?

    Nope, because then it tries to pixellate it as a whole layer, so with interpolation and pixel rounding off it just makes everything look like a mosaic censor.

    I found a good solution actually! Thanks for the suggestion.

    If anyone is interested, I upscale all my pixel art to 2x it's size when importing, resize it to half, and use Linear sampling.

  • Hey, I know this isn't possible normally, but does anyone have a good solution to use Point sampling on say all my character/tilemap layers and use Linear sampling on my UI layers?

    I've tried using Linear sampling and applying pixellate WebGL effect to individual objects, but it didn't work well. Objects that had other effects still became blurry.

  • rexrainbow Thanks for the update man! Didn't expect for you to get to it. You're amazing

  • Love this plugin a lot rex, something I found would be useful is if it had a way to check

    txtName.Typing.Character

    So that you can omit playing a sound when it's a space or punctuation.

    My workaround was to use Regex to check all the index of the characters and then check them against index.

    EDIT: Found another way, for anyone interested.

    Tokenat(txtdialog.TxtToDisplay,txtDialog.Typing.TypingIndex,"")

    Can give you the character it's currently typing

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  • $499 sounds better. the 99 trick always works.

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Rory

Member since 19 Jul, 2012

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