digitalsoapbox's Recent Forum Activity

  • A retro game inspired by NES-era games - Visit DukeHunt.com to give it a try!

  • Are the c3 addons still available? The links don't seem to be working.

  • >

    Can I create an rts game in real time, controlling units, without lag? because with the original plugins of construct I was very bad.

    There is significantly less lag with Photon than using Construct's native multiplayer support. If memory serves, under high quality networking conditions Exit Games' says average lag is 6ms - which is less than a single frame. Based on experience, this is more or less accurate, and if it worked for me with a fast-paced multiplayer action game, it'll work just fine for an RTS.

    This reason Photon performs so much better is likely partially due to it supporting regional servers right out of the box so players, by default, only connect with those in their region, partially due to not being dependent on Scirra's multiplayer server (unless you set up your own), which requires some server-side knowledge and doesn't avoid the issue of distance unless you set up your own multiple regional servers, and just more optimized networking code in Photon. Photon also uses Websockets, which do not have the same platform limitations as Scirra's multiplayer solution using WebRTC (for example, Photon will work on XB1, while the built-in solution will not... though Construct performance is so bad you'd probably want to go with a 3rd-party native runtime like Chowdren anyway, or develop your game in Unity).

    Photon's actions and events are also easier to understand - and I'd argue far more useful for game developers overall, as their implementation is game-specific and not quite so bare bones as Scirra's - especially if you've never done any online multiplayer work in the past. The cost is also fairly minimal compared to using Scirra's solution with your own servers, which would really be the only way to get even close to the performance Photon can provide.

    Hope that helps!

  • SnipG - the project you provided in your last post now runs 55% faster in the C3 runtime with the latest beta.

    How does that compare with the performance of the Chowdren native runtime example?

  • Ok, so basically it's like Cocoon in that it drops support for some things.

    I can live with that.

    It does piss me off a bit that you can optimise some standard features, and I can't even ask such upgrades to C2, even if they could make them.

    Anyways, again, good luck.

    That's...not really what it is. Like at all.

  • digitalsoapbox it's more of a c2 thing,Pixi.js for instance is on chowdrens rendering level even tho it's a javascript rendering framework

    newt not even really sure what you're saying, either way, this is proof that chowdren would be viable for more serious devs

    It's not on Chowdren's level for console support, however, nor does Construct seem to be getting any love on that front in terms of, say, full XB1 feature support, which like Steam support, seems to not be coming any time soon from Scirra.

  • Proof positive that native is significantly faster, even when it has to deal with interpreting data created for another (non-native) runtime.

    Thanks for starting this thread Hopefully this helps cancel out any future related arguments before they begin.

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  • I only see a momentary pause on my dev machine (which is high end) - not sure why it can't loop seamlessly though. Could you test r256 as well? It's always useful to know the specific release that started exhibiting an issue.

    I'm on a fairly powerful machine as well (i7-7700k 4.2GHz, 64GB RAM) so I also find the pause surprising.

    In r256, I'm seeing a SLIGHT pause in the longer/larger video, but nothing as severe as r257.3. Both r255 & r256 pause for about half a second, r257.3 for far longer, with the test .capx above.

    It's possible that it's due to the compression settings the videos use, but won't have time to test other settings until this evening EST, as .ogv & .mp4 are exhibiting much less of a delay than .webm, and the .webm file is much larger. Will update here with more info then.

    UPDATE: It's looking like the issue may be due to using large, long video files. I don't have time to update the .capx right now but you can probably close this out as a minor issue; re-exporting the longer video with different, lower-quality (but not significantly lower visually) settings reduces the delay quite a bit, though there is still a slight delay when it loops that causes a visual stutter throughout all on-screen elements.

    An interesting side effect of the initial delay before the video starts playing is that it also prevents streaming audio from starting until the video has started.

  • Are you sure this does not reproduce in r256? The video changes in r257 should only affect how video starts playing, not any aspect of playback beyond that. The browser handles the actual playback including the loop-around so there might not be much we can do about this. Also it would be helpful if you can provide a shorter video since it will make it quicker to test any changes.

    I don't recall trying it in r256, I was previously on r255. As stated above, the video also takes awhile to start the first time through in projects with other things in the layout - a typical scenario on a menu screen, with the video as the background, some spritefont objects, keyboard/gamepad input, streaming audio playing.

    The video is longer to illustrate the issue more clearly - a shorter video does not pause for as long, and depending on length, restarts without pause. I've updated the .capx above so that if you press the spacebar, a shorter video clip will load. I've also added in a streaming audio clip in case that is having some effect on the video.

  • Problem Description

    Looping video freezes on last frame for a LONG period of time before restarting.

    Attach a Capx

    https://www.dropbox.com/s/bu3fwrw6fjpcz ... .capx?dl=0

    Description of Capx

    Plays looping video

    Steps to Reproduce Bug

    • Run Project
    • Wait for video to reach end
    • See how long it takes to restarted

    Observed Result

    10+ second delay to restart video, meanwhile the video is stuck on the last frame. In larger projects with streaming audio and/or player interaction/input, this delay also occurs before the video starts playing the first time.

    Expected Result

    pre-r257 behavior where looping pause was very short/unnoticable, no/short delay for videos to start playing the first time.

    Affected Browsers

    • NWjs: YES
    • Chrome: YES
    • FireFox: YES
    • EDGE: YES

    Operating System and Service Pack

    Win10 Enterprise 1803 17134.1

    Construct 2 Version ID

    r257.3

  • Hi,

    I am looking to license some games. If you've created a killer game and you're interested in licensing it please drop me a line with the link and how much you want.

    I'm only looking for well put together, engaging, bug free games, not simple games like 'here's a physics test' etc.

    Thanks

    Mark

    I'm sure spamming the same message in multiple forums will get you exactly what you're looking for.

    Kyatric, want to deal w/ this?

  • I used C2 to make a simple RSS news feed as a test to run on a Pi 3, which works fine, since because it's text it doesn't need a steady 60fps - which is our only realistic target since we can't lock C2 to 30fps with predictable or reliable results, nor should anyone really consider 30fps a target with simple 2D projects or games - but you don't really need C2 to do something like that either.

    If you're doing something basic, like an endless runner, it MIGHT perform okay on Pi 3. But even a simple retro arcade-style game like a Pacman clone is going to have some performance issues. The Pi hardware isn't really built for HTML5 games, but considering its low cost it definitely can't hurt to give it a try on your own.

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digitalsoapbox

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