Tinimations's Recent Forum Activity

  • Not that I mind or anything, but it's pretty huge. The backup capx is closing in on 1gb soon.

    The reason why I also don't think it's my code that's the issue, is that this has never been a problem up until today, and I've been working on the game 4-10 hours almost daily for months. The only change I've made from yesterday's build when it worked without issues to today was editing some sound effects for a couple of layouts. I don't see the connection between those changes and the laggy result.

    I know this isn't helping, but I am convinced this is an issue with the r141 update.

  • I did, nothing changed. The value only stays at 1 for 0.05 seconds anyways.

    Edit: Also as previously stated, this code has worked flawlessly for the last 3 months! of active development. This is the result of a recent change to construct.

  • I just tested it out, and the problem still persists even after deleting the time scale actions. The issue is also present on layouts where the waveocean objects doesn't exist.

    In fact I also tried to disable all the animations, while keeping the timescale events on. This made the game run smooth again. It's linked to the triggering of normal animations!

  • Hi, I just recently updated construct from r139 to r141, and all of a sudden the game I'm working on is consistently freezing up for 1-3 seconds at a time whenever a lot of animations are triggered at once.

    This has never happened before, even when I haven't touched the code regarding the animations in a long time. Does anyone experience the same problems after the update? This has completely broken my game, since dynamic animations are triggered in the environment almost constantly. Everything else about my game has stayed the same, only the most vital part (several animations being triggered at once) has been broken.

    I'm just asking if anyone knows if the internal animation systems has been changed around in the latest update?

    Screenshot of event in question: puu.sh/42Kd9.png

    I've done tests for myself and it's this event I've tracked the issue down too. This problem only happened once I updated to r141.

    Thanks

  • puu.sh/3qXpG.png

    puu.sh/3qXpK.png

    puu.sh/3qXpX.png

    puu.sh/3qXq9.png

    puu.sh/3qXpy.png

    Here's a couple of screenshots of the game I'm working on. I'm feeling it's starting to look somewhat presentable. *Looks waaay better in motion though*

  • mediafire.com/download/2l49r0ilut97bad/Klang_30_6.zip Latest build. Good amounts of improvements and addition. Prototype of arcade mode amongst other things.

  • Thanks for the tips, and I'll definately take them into consideration, but I'm still puzzled over why this issue came up first very recently for me. Ever since I bought construct back in april, I haven't had this issue, even with letterbox scale. Updating the drivers didn't help either. (Nvidia GTX580)

    Grave Yes it works when I export it to its native resolution (1280x720). Also thank you! When did you feel it got too hard?

  • Thank you for the tips, seems like the render settings was the culprit. Does pixel rounding consume more resources than having it off, and is point sampling heavier to run than linear?

    Sorry if I posted the topic in the wrong forum.

    Edit: With some experimenting it seems that "Letterbox scale" was making the seams. The only problem is that I'm very dependent on having an absolute full screen. This setting didn't make any seams before, has there been made any changes to the webkit recently which alters how the letterbox scale renders the image? Even if it works in "Letterbox integr scale", I can't really use it.

    Thanks

  • Ever since the release of version 133, I've been having issues with the environment tiles and sprites not properly merging side to side with eachother. It's like a small line that splits them apart. This only happens after I've exported to node-webkit. It works fine when previewed in google chrome. All sprites and tiles tops a power of two number. For instance most of the environment sprites/tiles are 256x256 exact.

    Link to .capx file (required!):

    The .capx is pointless since it works perfectly in the preview, and it also worked flawlessly in node-webkit until version 133r. I haven't made any changes whatsoever to the tiles in weeks.

    You can see the problem for yourselves in this build of the game:

    http://www.mediafire.com/download/akq4mfpy110tbo6/Klang_17_6.zip

    There's also screenshots further down in the description.

    Steps to reproduce:

    1. Export the game to node-webkit with standard image compression and minimized script

    2. Play game

    3. Discover that the sprites and tiles doesn't perfectly merge with eachother

    Observed result:

    Might have to zoom in a bit to truly see it. I've marked the most noticable offenders with white.

    puu.sh/3ivlh.png

    puu.sh/3ivlw.png

    Expected result:

    These lines shouldn't happen. It should look like this:

    puu.sh/3ivRF.png

    puu.sh/3ivRT.png

    Notice that the sprites and tiles are here perfectly placed right next to each other.

    Browsers affected:

    Node-webkit: Yes

    Chrome: no

    Firefox: not tested

    Internet Explorer: not tested

    Operating system & service pack:

    Windows 7 64-bit, service pack 1

    Construct 2 version:

    133 and beyond

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  • mediafire.com/download/akq4mfpy110tbo6/Klang_17_6.zip

    Updated with new build. Should be a good boost to the playability. I would really appreciate some more feedback!

  • Thanks! Looking forward to reading the report. :)

  • Hi, I've been working on my latest project for roughly 400 hours now, and I've reached the point where I really could use some tester feedback. Even though it runs in the browser, I've designed it with Node-Webkit in mind. This is the pre, pre, pre-alpha of the game's prologue. Would really appreciated it if you could take the time to give it a look. And yes I've done everything except the sound myself.

    Small Screenshots:*Needs to be seen in motion*

    puu.sh/3fGDk.png

    puu.sh/3fGDt.png

    puu.sh/3fGDC.png

    puu.sh/3fGDP.png

    puu.sh/3fGDb.png

    Download URL: mediafire.com

    Controls:

    WASD - run and jump

    SpaceBar - Jump

    Arrow keys - Parry

    Enter - Pause

    Alt + F4 - Quit game

    F1 - Restart current layout

    Here's a couple of examples of the kind of feedback I'm looking for:

    How well does it run?

    Is the controls any good.

    Discovered any nasty glitches or bugs?

    Does the "timing" of the projectiles feel right?

    Is it any fun to play?

    What did you especially like?

    What did you really dislike?

    Again, any feedback is greatly appreciated. Hope you enjoy what I've cooked up so far.

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Tinimations

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Member since 18 Mar, 2013

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