Tinimations's Recent Forum Activity

  • So I just finished the functionality for a scene for my upcoming game, and I'm about to optimize it for mobile and memory use. It's a scene where the main character's flying through some ethereal portal thingy, where I've faked 3-dimensional depth to the best of my abilities. No video, all in-engine.

    Youtube's compression isn't kind to the footage, so I recommend checking it at max quality.

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    I achieved the effect with lots of instances of the same 128x128 texture uncropped. As C2 doesn't have the draw canvas feature, the tunnel's composed of about 100+ instances of the same sprite on screen at once. I have painful experience with overdraw, and want to reduce it as much as possible.

    I know I can crop it, but in return I need to introduce a lot more math per sprite to ensure it renders with the correct proportions due to inconsistent frame size.

    My big questions are:

    -Is an empty alpha equally expensive to draw as an alpha with lets say 50 % opacity?

    -If the alpha is empty, do I save much performance beyond just memory by cropping 30 % of the 128x128 texture?

    Cheers

  • I'm doing R&D on adapting my project to C3 now, and the results I'm getting in the preview is super encouraging. Apart from text not rendering properly, (waaay too small in C3) it's next to an absolute 1:1 conversion on first try.

    However things go south quick when playing a NWjs exported version of the game. I don't have time to get to the bottom of all the issues and file bug reports, but I wanna know if people experiences similar issues.

    Issues I'm encountering in the NWjs build:

    Load image URL sprites sometimes either don't load properly or render wrong.

    Tiles either render wrong or not at all. Almost as if it reads width/height differently in NWjs.

    Video doesn't work in NWjs.

    Layer opacities and blend modes seem way inconsistent in NWjs. I even saw fades of sprites that shouldn't even be in the layout.

    Cheers

  • Ashley Thank you for clarifying. I tried analyzing the memory use in the task manager and it seems consistent with how you described it. This is a huge relief for me. I'm growing more comfortable making the jump to C3 soon! :)

  • I looked in the documentation, but couldn't see to find a detailed description of how the unload images system actions work?

    By testing it I see it definately cleans out image memory in the debugger, but so did a certain plugin for C2 that couldn't fix construct's real memory issue: cleaning out the cache ram storage for unneeded assets.

    When I load images from URL onto a sprite, delete the object, unload and recreate the object. I see that the loaded URL images is still present. I figure this is because the asset was never really unloaded from the cache? Can someone confirm this is the case, or link me to some documentation?

    Cheers

    Tom

  • Confirmed fixed!

  • Sweet. Thanks a bunch!

  • NetOne I tried everything but it still isn't working. However I did get it to work on the executable version of C3.

  • TheRealDannyyy I tried all of that. Didn't work, but the browser error gives me a clue. I violate some security policy apparently.

  • TheRealDannyyy Thanks for the clarification. I had a feeling something of the sorts was up.

    Kyatric The problem is that this error pops up the same moment the option menu does, and the menu is forced to shut down. I'm not allowed to access the NWjs menu under these circumstances. Seems like a design flaw with the exporter. :(

    Do I just have wait until the servers are back on? How long should I be expected to wait?

    Cheers

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  • NetOne Can you give me some instructions on how to do that? I can't figure out how to get NWjs onto C3.

    Thanks

  • I'm trying to export a project as NWjs, but I'm met with this. My internet is totally working, and I can't find any good leads on this issue.

    Any ideas?

    Cheers

  • I struggle figuring it out. If there's a tool that just pastes all javascript running in succession I would love using it. Is that hidden in the debugger somewhere?

    Edit: I feel this is the only way I can track this down. Even when playing the exact same scenario over and over again it can't be reproduced consistently. Some times it takes 90 minutes of play, other times 2. Nothing in the code can theoretically lead to a crash of this nature , and it's happening with game features that I haven't touched for months with no issues. I'm finding more and more reason to suspect this isn't my code's fault, but a problem with Construct. The problem happens with Chrome, NWjs and FireFox, so it's not just an isolated browser issue either.

    Edit 2: Just solved the bug. Took the whole weekend, and the best part is that the solution doesn't even make sense. It definately wasn't related to any loops. I've never been more certain there's a bug in Construct 2.

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Tinimations

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