Colludium's Recent Forum Activity

  • I did a little testing and found the following results, using r208, Chrome, i7 with HD4600. The test was a fps throttle, target between 51-56 FPS by creating/destroying horizontally moving sprites (sine behavior).

    Sprite image with zero opacity (animation frame 1):

    -- B to F: 2260 sprites at 51 FPS, 9% cpu

    -- F to B: 2900 sprites at 56 FPS, 9% cpu

    Sprite image with approx 15% of surface < opaque (animation frame 0):

    -- B to F: 2290 sprites at 51 FPS, 9% cpu (partial opacity makes no difference - as expected)

    -- F to B: 1630 sprites at 51 FPS, 11% cpu (significantly lower performance)

    Here's a link to the capx.

  • Just a quick note to say that the public demo version has been updated - some visual changes, mostly to the start pages and level 1. Cheers!

  • Problem Description

    Large javascripte failure message when applying Alpha Clamp to a layer and running it in IE11.

    Attach a Capx

    capx

    Description of Capx

    Simple layout with Alpha Clamp shader applied to a layer.

    Steps to Reproduce Bug

    • Run the layout in IE11

    Observed Result

    Expected Result

    No failure message.

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (YES)

    Operating System and Service Pack

    W8.1 x64

    Construct 2 Version ID

    r206 64 bit

    I suspect that this is a problem with IE11, but here you go just in case it isn't....

  • I made this example a while ago - it's simple and produces a reasonable effect if you know where you want your bullet (arrow in this example) to land - in 2d or isometric.

  • It looks like a state of permanent Darwinian flux for the next few years....

  • I had one instance of the gamepad not being detected after a re-load of the preview in Chrome. However, a disconnect-reconnect reset did the trick, and I then had repeated preview attempts all with good gamepad recognition. Latest Chrome 32 bit loaded and xbox 360 controller.

  • A small Friday night bump back to the top.

    The more I think about this, the more of a potential problem this could be for non-browser (NW) based games if they are not always played in full screen. Anyone for trying to sell a game with apparently run-away controls? No, me neither... :/

    spongehammer - I tag you here because it appears that my earlier advice about your game in immediate full screen might not have been the best advice after all.... Sorry!

  • I have an Arcade bug to report - games in the arcade don't appear to support the Spriter plugin.... I tried my Umbra demo and the player's character is missing!! Please help.

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  • My hopes that my game to include a full water surface simulation, controlled by a 3x200 array, have been properly dashed (probably not totally unexpectedly after my first trials....). After a lot of event optimization and short-cutting I decided it was just not possible. Asking javascript to do 3 equations on 600 array cells in a lot less than 16 ms was just not going to happen. Even trying it on MadSpy 's NASA spec hardware proved too much, and I suspect that European power grids noticed the time of the testing....

    So plan B has been implemented and, for anyone playing a game, the visual appearance is probably just as good. Oh, and there is no discernible increase in cpu load. Phew!

    Here's what it looks like now (I'll leave the gif above for a "look at what you could have won" comparison). You can see it momentarily on action in the demo, just before the piranhas eat you....

  • Mmmmm - but you are using shaders...? Here's what to do - which might result in you being able to submit a bug report. Save your project as a single capx file, totally separate from your current work. In that project, one by one, delete the assets from the project that do not have the visual bug you have shown. If an asset deletion results in the problem going away, Ctrl-X to get the bug back and then try deleting something else instead. Eventually you will (hopefully) be left with one layout and a few assets. Leave deleting families until last - sometimes (I suspect) that could have a bearing on finding the cause of this. I've seen it a couple of times (it even happens a tiny bit on my current project, but because I'm using a few non-standard plugins I am no longer chasing it). Good luck - I hope you can find the source of this bug.

  • This is possibly a shader problem combined with spritefont+ and effects in the editor turned on....? I've seen this too but the bug is to do with an excellent but 3rd party plugin (I think, for you - this is a guess....). I

  • Hi, I submitted this as a bug report but the issue is caused by the browser having no access to key down and key up triggers when it is not in focus.

    Have a look at this simple example and you'll see that, if a key is down when the browser becomes out of focus, the c2 engine never receives a key up trigger - so when you return to the game it continues as if the key is still being continually pressed, even though it is not!

    When running in a browser tab this can be detected by the Page is Visible Browser condition, but if you run a game in a stand-alone browser- or NW window - then nothing gets triggerd that can be detected by c2. This is a real problem when running a game in NW... and I can't think of a robust work-around to detect when something else on the desktop has been put into focus.

    I have tried using the Browser: On Suspended / On Resumed / Page is Visible conditions. However, none of these work when the browser/NW window is stand-alone, they only register when if page/tab/window is minimized...

    Is this a limitation of javascript - that there is never going to be a way to detect a key-up condition if that change happened when the window was out of focus, or is this a bug in the Browser object, because the Page is Visible is not detecting all out of focus conditions?

    Thanks.

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Colludium

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