Centra's Recent Forum Activity

  • Updated to include the mirror bug example

    Description:

    When loading from a save, mirrored objects do not hold their mirroring. This could be a symptom of the family spawning an extra instance if you observe the sprites in the bottom right, the arrows should always face the same direction. When loading from a save an extra instance of the 'head' will appear and maintain the correct mirror while the actual head (pinned to the body) will mirror incorrectly upon hitting a bounding edge (green line)

    Download:

    https://drive.google.com/open?id=0B0rmjtd4YynXc0NjTVBYUmdJRUE

    Construct 2 Version: r233 (64 bit)

  • Also it looks like sprite mirroring doesn't save and load properly

  • you use a lot of fancy terminology in this last post explaining your solution. I ran into a similar problem after trying to load a layout and in my case I'm picking UIDs because objects are connected in some way, like a head and a body. Would it be a viable work around if I did for example:

    Global var x = 0

    Parent on Created -> spawn child

    ->Parent - set instance var 'identifier' is x +1

    ->Child - set instance var 'identifier' is x +1

    -> set x to x +1

    where X is updated +1 after each spawn use so that it lets each family have a unique identifer that can be called when needed instead of by UID

  • Problem Description

    ____ A concise description of your problem here ____

    (Family) On created - spawn sprite2

    Save game. Change layout

    Load game.

    Two (family spawned) sprites (sprite2) exist where only one is expected.

    When a Family uses the spawn action and a layout is saved and then loaded, that action somehow is creating two instances of the object.

    The capx makes it very clear.

    Attach a Capx

    ____ Upload a Capx to this post ____

    https://drive.google.com/open?id=0B0rmj ... mtvNm9ZeW8

    Description of Capx

    ____ Concise description of what this CapX does ____

    User spawns an instance from a family, family instance spawns an object (sprite2), save layout, go to new layout, load save and return to the first, now the family instance has created two sprite2s. Expected only one.

    Steps to Reproduce Bug

    • Step 1 run in debug (or don't I added a textbox that shows object count)
    • Step 2 click create menu button
    • Step 3 click save button
    • Step 4 click next layout button
    • Step 5 click go back to first layout button

    Observed Result

    ____ What happens? ____

    There are two instances of sprite2

    Expected Result

    ____ What do you expect to happen? ____

    Only one instance of sprite2 should exist

    Affected Browsers

    • Chrome: YES
    • FireFox: YES
    • Internet explorer: YES Operating System and Service Pack ____ Your operating system and service pack ____ windows 10 Construct 2 Version ID ____ Exact version ID of Construct 2 you're using ____ Construct 2 - 233 (64 bit)
  • Short version: You can assign instance variables to objects themselves before they are created as an instance, which remain true when they are created. I used this to narrow down the random Family object creation.

    Long version: I was struggling with a need to create random object instances while also needing to limit what could be created from them. Specifically I wanted to create sprite people who could be either male or female but they were lumped into the same Family for easy spawning but I had no way to know which were male and which were was female (from event perspective) so I couldn't further more specific characteristics to them such as random female names, and random female names which corresponded to their appearance.

    It finally dawned on me that you can set the instance variable directly to the object and it holds that value on creation, thus I can create objects using the family, then check when they are created if it holds a male or female variable and assign further attributes accordingly.

    I hope this helps someone else out there, though it may be obvious looking back.

  • While testing my current project I encounter this crash after about 10 mins of run time, fps drops significantly, Object count remains less than 200 and cpu usage hasn't been a good gauge, last time I observed the crash, debugger said cpu usage was around 30%, but normally while the games running it says around 70-80%. My assumption is that it's something a memory leak or bad code somewhere but I don't know how to decipher the crash report and thus where to start looking. Is there anyway to tell why/where the memory is being eaten?

    Maybe someone can tell me how to view function logs?

    I see from the shift + cntrl + k console log something like

    saved state to indexedb adding up storage space, any idea what causes it?

    update - I'm retarded and left an old piece of code to save the game state with no conditions, so it just constiniously saved

    Now I'm seeing [Construct 2] Function object: used 'Param' expression when not in a function call I wonder if it's normal function logging or an error involving one

    Crash report below

    It's obviously a memory related crash but debugger isn't giving me any clues as to why, it's not too many instances

    [quote:25nnoq7p]AdapterDeviceID: 0x0116

    AdapterDriverVersion: 8.15.10.2353

    AdapterSubsysID: 00000000

    AdapterVendorID: 0x8086

    Add-ons: %7B972ce4c6-7e08-4474-a285-3208198ce6fd%7D:44.0.2

    AvailablePageFile: 1344450560

    AvailablePhysicalMemory: 178819072

    AvailableVirtualMemory: 280121344

    BIOS_Manufacturer: INSYDE

    BlockedDllList:

    BreakpadReserveAddress: 45023232

    BreakpadReserveSize: 67108864

    BuildID: 20160210153822

    CrashTime: 1457221840

    EMCheckCompatibility: true

    FramePoisonBase: 00000000f0de0000

    FramePoisonSize: 65536

    IPCFatalErrorMsg: Error deserializing 'length' (uint32_t) of 'IndexUpdateInfo[]'

    IPCFatalErrorProtocol: PBackgroundIDBTransactionParent

    InstallTime: 1455449974

    JSOutOfMemory: Reported

    MozCrashReason: MOZ_CRASH(IPC FatalError in the parent process!)

    Notes: AdapterVendorID: 0x8086, AdapterDeviceID: 0x0116, AdapterSubsysID: 00000000, AdapterDriverVersion: 8.15.10.2353

    D3D11 Layers? D3D11 Layers+ WebGL? EGL? EGL+ GL Context? GL Context+ WebGL+

    ProductID: {ec8030f7-c20a-464f-9b0e-13a3a9e97384}

    ProductName: Firefox

    ReleaseChannel: release

    SafeMode: 0

    SecondsSinceLastCrash: 99735

    StartupTime: 1457220646

    SystemMemoryUsePercentage: 94

    TelemetryEnvironment: {"build":{"applicationId":"{ec8030f7-c20a-464f-9b0e-13a3a9e97384}","applicationName":"Firefox","architecture":"x86","buildId":"20160210153822","version":"44.0.2","vendor":"Mozilla","platformVersion":"44.0.2","xpcomAbi":"x86-msvc","hotfixVersion":"20160128.01"},"partner":{"distributionId":null,"distributionVersion":null,"partnerId":null,"distributor":null,"distributorChannel":null,"partnerNames":[]},"system":{"memoryMB":3020,"virtualMaxMB":4096,"cpu":{"count":4,"cores":2,"vendor":"GenuineIntel","family":6,"model":42,"stepping":7,"l2cacheKB":256,"l3cacheKB":3072,"speedMHz":2095,"extensions":["hasMMX","hasSSE","hasSSE2","hasSSE3","hasSSSE3","hasSSE4_1","hasSSE4_2"]},"os":{"name":"Windows_NT","version":"6.1","locale":"en-US","servicePackMajor":1,"servicePackMinor":0,"installYear":2011},"hdd":{"profile":{"model":"TOSHIBA MK3275GSX","revision":"GT00"},"binary":{"model":"TOSHIBA MK3275GSX","revision":"GT00"},"system":{"model":"TOSHIBA MK3275GSX","revision":"GT00"}},"gfx":{"D2DEnabled":false,"DWriteEnabled":false,"adapters":[{"description":"Intel(R) HD Graphics Family","vendorID":"0x8086","deviceID":"0x0116","subsysID":"00000000","RAM":null,"driver":"igdumd64 igd10umd64 igd10umd64 igdumdx32 igd10umd32 igd10umd32","driverVersion":"8.15.10.2353","driverDate":"4-4-2011","GPUActive":true}],"monitors":[{"screenWidth":1366,"screenHeight":768,"refreshRate":60,"pseudoDisplay":false}],"features":{"compositor":"d3d11","d3d11":{"status":"available","version":41216,"warp":false,"textureSharing":true,"blacklisted":false},"d2d":{"status":"blacklisted","version":"1.0"}}},"isWow64":true},"settings":{"blocklistEnabled":true,"e10sEnabled":false,"telemetryEnabled":false,"isInOptoutSample":false,"locale":"en-US","update":{"channel":"release","enabled":true,"autoDownload":true},"userPrefs":{"browser.cache.disk.capacity":358400,"browser.newtabpage.enhanced":true,"browser.shell.checkDefaultBrowser":false,"browser.startup.homepage":"<user-set>","browser.startup.page":3},"addonCompatibilityCheckEnabled":true,"isDefaultBrowser":true},"profile":{"creationDate":15598},"addons":{"activeAddons":{},"theme":{"id":"{972ce4c6-7e08-4474-a285-3208198ce6fd}","blocklisted":false,"description":"The default theme.","name":"Default","userDisabled":false,"appDisabled":false,"version":"44.0.2","scope":4,"foreignInstall":false,"hasBinaryComponents":false,"installDay":15598,"updateDay":16845},"activePlugins":[{"name":"QuickTime Plug-in 7.7.2","version":"7.7.2.0","description":"The QuickTime Plugin allows you to view a wide variety of multimedia content in Web pages. 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    Theme: classic/1.0

    Throttleable: 1

    TotalPageFile: 6331199488

    TotalPhysicalMemory: 3166552064

    TotalVirtualMemory: 4294836224

    URL: http://localhost:50000/debug

    Vendor: Mozilla

    Version: 44.0.2

    Winsock_LSP: MSAFD Tcpip [TCP/IP] : 2 : 1 : %SystemRoot%\system32\mswsock.dll

    MSAFD Tcpip [UDP/IP] : 2 : 2 :

    MSAFD Tcpip [RAW/IP] : 2 : 3 : %SystemRoot%\system32\mswsock.dll

    MSAFD Tcpip [TCP/IPv6] : 2 : 1 :

    MSAFD Tcpip [UDP/IPv6] : 2 : 2 : %SystemRoot%\system32\mswsock.dll

    MSAFD Tcpip [RAW/IPv6] : 2 : 3 :

    RSVP TCPv6 Service Provider : 2 : 1 : %SystemRoot%\system32\mswsock.dll

    RSVP TCP Service Provider : 2 : 1 :

    RSVP UDPv6 Service Provider : 2 : 2 : %SystemRoot%\system32\mswsock.dll

    RSVP UDP Service Provider : 2 : 2 :

    useragent_locale: en-US

    This report also contains technical information about the state of the application when it crashed.

  • How are you getting away with 1000 some objects and a.i.?

    My construct engine starts at around 30% and hits 80 with about 120 objects,

  • So, no updates on this, I guess

  • I saw your game on Steam a while ago and immediately knew it was a Construct game I was also a bit jealous/motivated. That being said, congratulations on pumping out a game, and getting it out there! It's not easy, we all know that.

    I'm working on a different kind of simulation, closer to sim tower and I'm wondering how you managed performance so well? I'm assuming from the amount of detail in the dinosaurs (stat wise) that they probably don't just disappear when off screen. How much did you utilize the timer behavior, if it all?

    Your experience with many variables and optimization is invaluable. I'm just wondering if you'd like to share any optimization tips not found in the manual, especially for handling large amounts of variables and different kinds of persistent objects which (presumably continue to exist and develop while not on screen) if in fact that is the case.

  • Awesome. I came across that but only skimmed because it has a misleading code snippet/picture that uses the shift key. Thank you.

  • Is it possible to format comments, adding a new line for easier reading or must it always reach the end in order to start a new line?

    Can comments be color coded or anything?

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Centra

Member since 18 Jun, 2013

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