Tinimations's Recent Forum Activity

  • New screenshots of my game project "Klang". Will soon make a more detailed forum post regarding its development.

    Hope you like!

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  • Decided to make a teaser of my game project. Will soon make a more substainable forum post regarding its development.

    Hope you like it!

  • I think any speed up from spritesheeting on preview would be more than offset by the time spent building the spritesheets. Previewing is local so there is virtually zero latency and unlimited bandwidth, so I doubt there is much extra cost from having to make extra HTTP requests, plus most browsers can decode images in parallel on all CPU cores.

    I'm not sure what you're seeing when you talk about slow preview: if you're seeing a progress bar in the Construct 2 editor, then it's most likely building the JSON data for the project, but if you're seeing a progress bar in the browser itself, then it's most likely downloading and decoding images (as well as sounds if you have 'preload sounds' enabled).

    I find Node-webkit specifically can take a couple of seconds to start up, and you can avoid that by treating it like a browser - leave it open and press preview again in C2, and it will refresh the same instance of node-webkit rather than starting a new process.

    I'm referring to the browser loading yeah. Main reason why I'm addressing the image decoding. Webkit and Chrome are both very slow decoding images. Firefox usually gets it done much quicker, but I often encounter firefox freezing consistently for around 15 seconds shortly after booting up before straightening up. Not sure if it's some kind of image loading delay?

  • Construct 2 does not build spritesheets on preview, only export. So you can rest assured the time spent building spritesheets when pressing preview is exactly zero.

    Seems to be a slight misunderstanding. If we say I have 100 frames of animation as 100 individual images. Wouldn't that take longer to load in preview than 10 sprite sheets containing 100 frames in total? I would imagine it speeding loading up if there's a ton of image loading requests on boot up?

    If this is not the case, what are the most dominant factors that make loading in a compiled build (node webkit) that much faster than preview?

    Hope you can clarify.

  • Well I really enjoy the user-friendly aproach of importing individual frames. As I export most my animations out of after effects as PNG sequences, making sprite sheets manually is just a hassle. However I would really like the possibility to get these frames turned into sheets while working in the editor. Too much precious time is lost loading the preview again and again.

  • I'm not the only one! *high five*

  • Yo. I've been wondering if it's possible for construct to bake sprite sheets for faster preview times before compiling the main build? Looking for options on how I can improve load times during preview.

    Thanks

  • Update: The ajax and music is also a problem on Opera. Just checked.

  • Hi. I think I've reported this issue before, but here goes.

    My game is designed around loading in information through Ajax pretty regularly accompanied with music. However my game has for a very long time been needlessly frustrating to test as Ajax and music streaming has proved to be extremely unstable in preview.

    The catch is this never happens when using FIrefox. Firefox always flawlessly loads both music and ajax requests (so I know my code ain't broken). Chrome & Node Webkit both consistently only get one batch of requests right, then refuses to load anything else for the rest of the session, forcing me to restart. This has been the case ever since the project began development well over a year ago, where I barely had any assets in the project.

    I've been using FIrefox for a while, but I find that Chrome & Node Webkit has much better performance in preview. However I can't really use them as the ajax and music doesn't load consistently.

    When compiled to node-webkit, everything also works smoothly

    I use windows 7 64-bit if that's any help.

    Any tips on how to get this to work would be very appreciated!

  • Hmm after doing some digging I've managed to get the preview to boot if I write "http://localhost:50000" manually into a tab. However I cannot get it to boot directly by pressing the preview button inside construct. Also PNGcrush and PNG out instantly crashes even on a clean project with only 3 random images added.

    Any thoughts?

    Edit: Hmm actually the export was successful regardless of the PNG compression apparently crashing (Though it takes foreeeever).

    Actually I've tracked it down to it crashing once the compression's been completed. If I close all windows manually it completes the export. However as my project opens hundreds of these exporter windows I can't practially do anything...

    Edit: 2 Using the latest version released.

  • Hi. A weird problem just occured, which I haven't been able to fix. When I attempt to preview my game using either Firefox, Chrome or Node-Webkit nothing happens after Construct implies that the preview is "ready". None of the browsers open a new tab with the game, and Node-Webkit doesn't boot. This only happens with my own project however (clean project boots just fine), so I wonder if I've turned off some setting by hitting a hotkey combination by accident?

    I've tried rebooting the computer, didn't help. I would also like to add that I didn't add any new assets from the time it worked flawlessly earlier in the day, to now where nothing happens.

    Any ideas why it doesn't work?

    Edit: I just tried exporting the game to Node-Webkit. PNGcrush and PNGout crashes instantly. Is there a chance my image files have gotten corrupt somehow?

    Edit 2: Reloaded a backup of the project from some time back (which had no problems at the time I backed up). Didn't work either. Starting to suspect it's construct that's the problem and not my project.

    Thanks

    (Help me )

  • Thank you sir!

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Tinimations

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