ErekT's Recent Forum Activity

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  • Ashley: I just discovered the fix was completely trivial. I had kiosk mode turned on, and that's what caused all the stuttering for some reason. Now that I turned it back off it performs the same as preview. So, still a bug I guess? But easy to get around at least. Thanks for offering though.

  • Sorry, I simply don't have the time for that. That'd be x amount of hours doing complete stabs in the dark for something I may not even be able to reproduce, me not knowing the inner workings of C2 or how it bundles export builds. Reading the nwjs blog, it seems they've done some extensive re-writing to how garbage collection is handled, which leads me to believe it's related to that. But again, I'm not a tech person nor do I know how C2 really works under the hood.

  • Talked about earlier here:

    Problem Description

    Final export builds have visible jank on Windows whereas preview builds don't. Gets a lot worse with nwjs 17.0 than 16 and earlier.

    Attach a Capx

    Ashley I'd rather not post the capx out in the open so can I PM the link to you?

    Description of Capx

    Stripped down version of game in progress, starts in a test level where jank is evident by just moving around and letting the camera scroll back and forth.

    Steps to Reproduce Bug

    • Step 1 Run the capx on a computer with Intel Iris 6100 or similar.
    • Step 2 Observe scrolling speed during preview. Double-tap direction key to move around faster.
    • Step 3 Export and compare export screen updating to that of preview.

    Observed Result

    Janky as all hell on export with nwjs 17.0, visible jank on 16.0 and earlier.

    Expected Result

    That export builds run as smooth as, if not smoother than, preview.

    Affected Browsers

    nwjs

    Operating System and Service Pack

    Windows 8.1

    Construct 2 Version ID

    r232 - earlier versions have been behaving exactly the same.

  • Dunno if I'm missing something but wouldn't you get the same deal out of creating a sprite object and setting it to invisible? Shows up in the editor, can hold instance variables aplenty, and being invisible won't show up or consume any resources during runtime. Well maybe except for a bit of gfx memory but if you set to sprite to something like a 4x4 res image it won't make any practical difference. Right?

  • Got around to having another go at this finally. I've only tested on my laptop but it should work with all resolutions. I also added a variable to control screen curvature.

    You can apply this to layouts, layers or sprite objects if you want to. Just be sure to set width and height to whatever size your object is. For instance, if you're applying it to a layout you should set width and height to the game resolution. If you put it on a sprite then set it to the sprite's size.

    It works best with pixel rounding turned on and fullscreen scaling on high quality.

    https://dl.dropboxusercontent.com/u/70562654/LottesCRT.zip

  • Gigatron

    Very cool, I might just use that. Thanks

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  • You're right, cheers

  • Nah, I tried it. It works in the editor but during runtime they get flipped right back

  • Just a quality of life thing. We have two options for mirroring sprites right now; set in events or make another sprite object that's mirrored. If you're using tilable sprite objects for your levels then it's a drag to pick by UID and mirror in events, and the second option is kinda wasteful.

  • If you want to really get into the meat of NES restrictions then these threads contain a lot of good info:

    http://pixelation.org/index.php?topic=1 ... #msg115062

    http://pixelation.org/index.php?topic=17113.0

  • Ooh that's Interesting. If that's what's going on then +1 for a toggle if possible.

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ErekT

Member since 17 Dec, 2012

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