Telyko's Recent Forum Activity

  • I just found out something very weird a few days ago about that Laptop performance issue...

    I was still getting a pretty bad framerate while playing the game on Node-Webkit directly on the laptop, but I plugged a bigger external monitor (tried both DVI and HDMI outputs) and switched display on that external screen (24") and no more lag at all.

    All smooth... It's like the small screen of the laptop has things condensed too much with the scaling and it somehow messes with the engine but it runs perfectly fine on a large screen... Does anyone have another explanation?

  • Thank you all for your explanations and testings.

    The only thing I think about is the customer experience. You buy a game, you install it, and you play it. No one wants to have to ask people to uninstall / re-install directX, reboot their computer and move a bunch of .dlls around.

    I'm also kinda into IT and know very well that rebooting is the standard procedure on a lot of cases but this cannot reasonably apply to the gaming business.

  • Rebooting seems like a very inconvenient solution. Don't you have a laptop with Win7 and intel HD graphics 3000 on which you could try?

  • Someone finally got my point!

  • http://stackoverflow.com/questions/21685344/how-to-retrieve-the-cell-number-from-an-iphone-through-xcode

    [quote:12i7x0ge]It is not possible to get the phone number of the device. Apple doesn't allow this, and it would be bad for users if app developers were easily able to get this somehow, for privacy reasons. The best way to deal with this is ask the user for it if you really want it.

    There used to be ways to get the device phone number, but they were basically loopholes, or bugs in iOS, which allowed this. Apple has since fixed these, and it's very obvious that if any new methods were discovered, Apple would be fixing those as well. So it's best to just go the only route that will forever be allowed, which, again, is to ask the user.

  • It's not just the image size you must work-on, the way you create your events can have dramatic impact on performances.

    Try to avoid "every tick" conditions as mush as possible.

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  • I'm not sure I understand what you mean by "use sprites as tiles"

  • The dxwebsetup.exe indeed installs these files but for some reason it doesn't change anything, the WebGL effects still don't run and the framerate is very low.

    Both files mentioned above need to be in the Node-Webkit folder when launching the .exe.

    And the latest version of Node-Webkit must be used. That's the only way I managed to fix it.

  • I suggest you select the Chrome preview option and use the Debug feature. You'll get lots of useful informations and hopefuly be able to narrow down to what is the issue. Also if you're running it on a Win7/8 laptop in Node-Webkit you should give a look at my post from today in the "General" section.

  • Try disabling collision for sprites that don't need it (grass sprites?), also try not to have multiple sprites WITH collision enabled overlapping each other.

  • Hello, I suggest you post "How do I" questions in the appropriate section that you'll find here: https://www.scirra.com/forum/how-do-i_f147

    Regarding your question, you should add a Global value in your condition

    On collision with Crystal

    if touchedvalue=0

    then

    do this and that AND set touchedvalue = 1

  • Pardon me if this has been mentionned before but I just solved an issue I've had literraly for months and couldn't find the answer anywhere.

    My game is running perfectly fine on my Win7 workstation and was just horrible on a Win7 laptop with intel HD graphics 3000.

    Seems like Scirra was still searching for an answer: https://www.bountysource.com/issues/2781707-terrible-performance-in-node-webkit-0-10-rc1?utm_campaign=plugin&utm_content=tracker%2F51989&utm_medium=issues&utm_source=github Ashley

    This helped me: https://github.com/rogerwang/node-webkit/issues/185 but I still had the issue with the previous Node-Webkit release.

    I've seen lots of threads where people encounter this issue. And all kinds of suggested solutions that didn't work as far as defragging your harddrive...

    Here's how I solved it.

    I just downloaded the latest Node-Webkit version release today (22 July 2014)

    Here it is http://dl.node-webkit.org/v0.10.0/node-webkit-v0.10.0-win-ia32.zip (from: https://github.com/rogerwang/node-webkit)

    Add your package.nw file to the new node-webkit files, rename the nw.exe to your game name.

    (The name you get when the project is exported to node-webkit)

    And finally, move these two files in the same folder than all the rest of the files.

    "d3dcompiler_43.dll" & "D3DX9_43.dll"

    You will find the first file in the installer of Chrome, and you should already have the last one somewhere on your computer. I found mine in an Adobe folder. If not, just search it on google.

    You should finally be able to run your game at full speed.

    This was tricky since the "renderer" expression used in a text object would tell you tha tit's using WebGL but it was in fact disabled as all object with effects would be left unaffected.

    I hope Scirra will be able to find a way to integrate this in later releases.

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Telyko

Member since 30 Mar, 2013

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