corlenbelspar's Recent Forum Activity

  • I have the latest version of NWJS that is available for download on this site.

  • I keep getting debug.log files put in my project's main folder. I was wondering what they meant, because they keep saying stuff like:

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffde000, size 0x230 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffdd000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffda000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffd7000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffaf000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffac000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffa9000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffa6000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffa3000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfffa0000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff9d000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff9a000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff97000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff94000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff91000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff8e000, size 0xf84 fully unreadable

    [1001/013324:ERROR:process_info.cc(608)] range at 0xfff8b000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffde000, size 0x230 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffdd000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffda000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffd7000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffaf000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffac000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffa9000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffa6000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffa3000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfffa0000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff9d000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff9a000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff97000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff94000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff91000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff8e000, size 0xf84 fully unreadable

    [1003/163302:ERROR:process_info.cc(608)] range at 0xfff8b000, size 0xf84 fully unreadable

  • OK thanks. I knew there were some actions unaffected by conditions, so I wanted to make sure I wasn't just wasting processing time on conditions that do nothing. lol

  • I was wondering if Z sort is affected at all by conditions?

    Like if I put a condition that tests if object A is on the screen, will the Z sort action only affect object A's that are on screen and ignore the rest?

  • I put mine at 28 because the only objects that move super-fast that could screw up, use for loops to check collisions between points A and B, thus making this problem irrelevant.

  • Well yeah I read that, but I was wondering if the fastest object in my game moves 16px per frame in my game, if I should set that higher than 30 or lower than 30. The manual didn't really detail any calculations I can make to fine tune it.

  • I know this is probably a matter of preference, so I was wondering what logic I can use to determine what I would want to set my minimum framerate to in my game. Also I would like to hear your opinions for what you used and the thinking you used to reach this decision.

  • Yeah I do my stages with multiple tilemaps to define scrolling regions, and I have like 30 320x240 screens worth of them, and I can animate them all at once and it doesn't seem to even effect the FPS. I still make it only animate the current one you're standing on though, just to lighten CPU load a little.

    The reason it needs multiple replace expressions is because there are instances where you'll have like x7, ,7, ,7" due to how the tilemaps are stored as JSON strings, and if you just make it change 7, that's going to also change 17, 27, etc.

  • Probably not, but doesn't "set tile range" only turn all the tiles in a square into the same tile? This changes all the instances of a specific tile on an entire tilemap into a new one.

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  • Nevermind, I thought pulling the tilemap as a JSON string would give me the same output as if I had the file download as a JSON, but apparently both are way different, so I basically had to rebuild the JSON string the tilemap gave me, by putting this:

    "{""c2tilemap"":true,""width"":" & TilemapsGround.Width / 16 & ",""height"":" & TilemapsGround.Height / 16 & ",""data"":" & replace(replace(replace(replace(tokenat(TilemapsGround.AsJSON, tokencount(TilemapsGround.AsJSON, ":") - 1, ":"), "x" & Function.Param(1) & ",", "x" & Function.Param(2) & ","), "," & Function.Param(1) & ",", "," & Function.Param(2) & ","), "x" & Function.Param(1) & """", "x" & Function.Param(2) & """"), "," & Function.Param(1) & """", "," & Function.Param(2) & """")

    This is WAAAY faster than having your game for loop through every single tile, so I suggest anyone reading this uses this approach.

  • I'm trying to load the tilemap as a JSON string into a variable through something like

    replace(TilemapsGround.AsJSON, "x6,", "x7,")

    to do tile animations without needing to do a CPU-intensive 400x for loop to do tile animations with a tilemap. The problem is, after I load the tilemap as a JSON string into a variable, it will not accept the variable as a JSON string when I tell the tilemap to load from a JSON string. Am I doing something wrong?

    EDIT: Screenshot of what I'm doing. Testvari was to test if the tilemap JSON string is changed, which it doesn't, so Testvari keeps adding 1 forever.

    https://drive.google.com/file/d/0Bz86oQ ... sp=sharing

  • Problem Description

    NW.js plugin keeps crashing any game I try to run in debugger mode with it.

    Attach a Capx

    https://drive.google.com/file/d/0Bz86oQ8I9hPONGhMdjFuX29ORms/view?usp=sharing

    Description of Capx

    This demonstrates that the NW.js plugin crashes your game when you try to use debugger.

    Steps to Reproduce Bug

    • Put the NW.js plugin in a project.
    • Run debugger.

    Observed Result

    Debugger preview crashes.

    Expected Result

    The debug preview to not crash.

    Affected Browsers

    • NW.js

    Operating System and Service Pack

    Windows 10 Home

    Construct 2 Version ID

    Release 231, 64-bit

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corlenbelspar

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