Xionor's Recent Forum Activity

  • Thank you Ashley! Full Screen in browser on the PC fixed the problem!

    I read that Android 4.1 fixes most of the problem because the VSync pulse is now used to start all the processing for the next frame.

    Before I abandon this topic, can you please just give me a quick tip - How would I go on about fixing it on an Android 4.0 and below? The problem is visible there and that represents the majority of the android demographic.

  • Why was the topic closed?

  • Disabled Aero. Made little difference. Only thing that fixes it on the Cubes capx is WebGL 0 fullscren 0. Does not work on other games i try, apart from Space Blaster which appears almost always stutter free somehow(could be my eyes).

    The problem also appears on Android 4.0.3, both wrapped via CocoonJS and on browser(Chrome Beta and latest Stable release), with or without WebGL. This leads me to believe it's something either in HTML5 or Construct 2 that makes things go out of sync every now and then.

    The i7-2670QM laptop where it ran perfectly had Aero with all the gizmos enabled.

    I have the newest drivers on all machines. Even reinstalled them to confirm it's not them.

    A newer Android version could help it, but the fact that almost 60% of android users use 4.0 and below doesn't help me with that.

    EDIT : Tried many things - Older Construct versions, different ways of making the motion(both dt time and without), on diffferent platforms/devices, same result - Jitter.

    As last time, WebGL on makes the jitters consistent and repeatable. WebGL off makes them random. Both WebGL and Fulscreen off makes the issue non-existant on the Cube demo, but on other more complex movements theres no effect.

  • Possible problem found!

    The jitter/hiccup dissapears almost entirely(appears only 2-3% of the times) with Fullscreen in Browser OFF and WebGL in Browser OFF. Any other setting creates hiccups in random manners.

    However using a more normal game demo(almost anything) the problem persists, even with said setting.

    I also tested with Scirra's own Space Blaster game - strangely enough to my eyes it appears to be running perfectly fine.

    Further testing:

    With Fullscreen on anything other than OFF.

    With WebGL on : It jitters/sutters/hiccsup almost every time it reaches about 80% of the window width. Reproducable almost every time.

    With WebGL off : Jitters at 80% of window width only like 30% of the times. Instead it it jitters at random places at random times. 2 hardly ever the same.

    Clear Background on/off seems to make little reproducable result, other than i get different results every time i set it on/off and back again.

  • Tested on AMD E-450 1.6 GHz CPU with on-board radeon graphics.

    The graphic jitter/freezes last longer and are a lot more noticable on the slower CPU.

  • Thank you for the quick reply Ashley!

    It appears to vary from machine to machine. I tried it again on an intel i7-2670QM and it runs smooth as butter.

    All test machines have Nvidia graphics.

    I'll try it on more hardware tomorrow.

    What are your test specs Ashley?

    It might also be the Vsync. I tried disabling it on my PC, didn't notice a difference, still hacking.

    How would I go on about fixing this issue for the Android if it's Vsync? Any ideas on what else it might be?

    Could you guys please try this on some extra machines? This is hindering all my ability to make any professional projects with Construct 2 and there has to be other people that experience the same issue, just never reported it.

  • Am I the only one having this issue?

    It doesn't happen every single time, more like 50/50.

    It also happens when an object is destroyed or created.

    Actually it happens all the time. Small hickups, constantly. What is wrong?

    EDIT : There is no FPS drops no nothing, it just hacks and hicks up. It's infuriating me.

  • Link to .capx file (required!):

    dl.dropboxusercontent.com/s/nqlk3hzwte2wurd/BugBall.capx

    Steps to reproduce:

    1. Create Bullet.

    2. Observe bullet move across screen.

    3. Bullet object hicks up at some point.

    Observed result:

    Game hicks up.

    Expected result:

    Smooth continuation.

    Browsers affected:

    Chrome: yes

    Firefox: yes

    Internet Explorer: yes

    Android : yes

    Operating system & service pack: Windows 7, 6.1

    System specs : AMD Phenom II X4 955 3.2 GHz

                   GeForce 560Ti

                   Crucial m4 SSD

    Android specs: Nvidia Tegra 3, Quad-Core 1.5 GHz Cortex-A9, wrapped with CocoonJS.

    Construct 2 version: r132 Stable, r131 Beta.

  • Probably a redundant question, but are the audio files in the correct format? Android/Chrome only plays .ogg files

    Perhaps your program plays the sound with a call that isn't allowed on Android?

    Regarding wrapping and CocoonJS,I can recommend you try CocoonJS again. I had Black Screen the first time too. My problem was I had many unused assets in the project in Object Types. As soon as i removed them it ran immediately.

    Try cleaning up your code, look for unused assets, code that is simply wrong, checks and conditions that don't do anything, etc.

    CocoonJS states it only compiles the code for you and that it doesn't check for any coding errors. Even tho it compiles, it doesn't mean it's actually runnable on Android, so you have to do all the debugging yourself.

  • Oh my god Pseudotropheus, that actually worked!

    And that was so obvious!

    I tried some variations of that like, seconds * dt , and other various twists, but never just dt!

    Now it's suddenly the character that suddenly became jittery at times, but I'll look into that myself : ) Thank you very much!

  • Thanks! ^^ Worked like a charm! : >

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  • Hi,

    I'm in the process of making an Android game. It's very simple and basic but I'm already hitting performance issues.

    I've implemented deltaTime object movement, but my current problem is making FPS independent scrolling.

    My camera follows the character. Every Tick it Scrolls to Character.X

    As soon as FPS drops below 60 FPS the camera scrolling becomes jittery. How would I implement this?

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Xionor

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