corlenbelspar's Recent Forum Activity

  • I solved the problem.

    I made a tutorial on how to pull it off here.

  • Resource monitor says the same thing as taskman. I guess I can only hope for the system to eventually work on multiple cores in the future... or get a better computer. <img src="smileys/smiley17.gif" border="0" align="middle" />

    Thanks guys for clearing up the issue.

  • I almost always use Node-webkit. Though I've tested it and Chrome gets similar performance while Firefox is about half as able to run at full speed.

  • Shouldn't it be showing on the first core's graph though? I've had games before that end up using only one core and push it to its peak on the graph and all my cores were at 1% or less until I started running that game in C2.

  • Why is my task manager CPU usage reading not matching up with the Construct 2 debugger CPU usage reading?

    dropbox.com/s/bktn80fhb4xhm24/cpureading.png

  • I can't test the actual game in a browser because it uses Node-webkit functions essential to the game's runtime. Is there any way to set this option for Node-webkit if it even exists for it?

  • Hmm... I'm trying to recreate the issue in a blank CAPX but even when I generate 250 enemies multiple times that all move and are animated, the framerate mostly stays at 60 except where it drops to around 44 for a few moments seemingly at random.

    Oh well, here's the CAPX of what I'm doing in the blank one.

    https://www.dropbox.com/s/rkj55zeidn6dwrf/enemyconundrum.capx

  • The resolution if 854x480, sprites are 32x32 with 4 frames and an animation for each direction they move, which is the standard four directional. They have some effects and behaviors but these are usually disabled most of the time.

    We're using Node-webkit. Firefox usually runs much slower for me so I try to avoid using it. I thought it was my video card but I checked in the game and in that site you linked to Ashley and it said I was running under hardware acceleration.

    The moving of the sprites themselves doesn't effect my framerate, it's just when they're animated that things take a turn for the worst.

    I will make a demo CAPX and see if I can replicate the issue for my computer here in a bit. I have to leave right now so it might be a few hours.

    Thanks for inquiry into my issue. :)

  • I want to start this off on a good note and say I'm constantly impressed by C2's ability to get things done compared to, say, MMF2, even if I'm complaining below.

    I don't have a very good video card (ATI Radeon 5450) but I don't think 250 sprites being animated on screen at once should drop my FPS by 12 even with my video card being mediocre. Yes, I constantly update my video card to the latest drivers hoping and praying the FPS will be 60 in the game I'm working on but my hopes are always dashed. I know it's the animation doing this because I have stopped it before and my framerate jumps back up drastically.

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  • Ah thanks, I was searching for something like that but I didn't think to use the word collaborate in my search. Thanks!

  • There are two of us working on the same C2 project. How do we get the layouts and event sheets imported into the other person's version of the project so that we can sync and continue working?

  • I don't see either of those having an option to get the microphone's input volume.

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corlenbelspar

Member since 14 Aug, 2013

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