Colludium's Recent Forum Activity

  • My game has a smattering of physics objects rather than just a few basic sprites, and I agree that space blaster is a bit basic for systems testing. Interestingly in the debugger, when I change from Inspect to the Profile screen in Chrome, the fps marches up (from 30 to 50) and CPU use goes right down (50% to 15%). The layout doesn't have that many objects on it (170) and my laptop is super-powerful with an embarrassingly high spec. Meanwhile, in both Firefox and IE11, the same game plays in the debugger at a solid 60 fps with 12% cpu.

  • I also noticed very slow performance in debug mode in Chrome 35xx (30fps / 50+% cpu). I just updated to 36 and it's improved (45 fps / 30% cpu), but still slower than Firefox and IE11 (both 60 fps in debug). Go figure...

  • A couple of times now I've found asm.js physics problems bleed over to box.2d once they become apparent - both were bug reported. Not sure if this will help but the only fix for me was to open a backup and then to not use asm.js again... I've not seen this particular problem, though.

  • I'm guessing you're looking to set a numerical value to your input to mirror a keypad. This is simpler - I've reduced the input to 4 lines. There are probably other ways of doing it, of course.

    [attachment=0:14p3ghou][/attachment:14p3ghou]

  • Hi After a system update/restart I double clicked on my .scml and suffered a few minutes of horror thinking that some of my animations had disappeared. However, when I opened the project .scon file they were all present and correct. Was this my misunderstanding of project file management or could this be a bug? I'm using the b8_2. Thanks.

    Edit to add that the files that were imported into C2 worked correctly as well - the file manager showed the last save date for the .scml as over a week ago even though I had overwritten it frequently. Having opened the .scon I have been able to successfully overwrite the .scml file....

    Edit 2. I was wrong - one animation I created has disappeared although it seems to be saving ok now. I'll PM you a zip of the project.

  • This has come up a couple of times and I had it a while ago. Do you, by chance, happen to have a Microsoft Office file saved and open in the root folder of the project (or sub-folder)?

  • ^^ Now that's a good idea! Thanks megatronx - and just before I started to put sounds in (phew)!

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  • I need to go to abbreviation school!

  • This may not work but it's probably worth a go. Try putting the url into a string variable first and then open the browser object with that variable in a subsequent event.

    I have no experience with php so can't help on the rest I'm afraid.

  • Why don't you skip all that and just use the Play (by name) option in the audio? I am using that for futureproofing since my past projects have the issues that the thread starter is speaking of. Especially when you team up with a competent audiobro who keep doing iteration to improve the overall music atmosphere. What I find out is that if you use Play (by name), you can delete the previous audio file and put in a new one without any difficulty at all.

    That would also work. I like to be able to try out a bunch of different sounds by having them all imported into C2 at the same time and then trying back-to-back comparisons. Using a dictionary allows me to do that by changing just one reference.

  • For what it's worth, I heard some very good advice on this subject a while ago. Use a Dictionary object and set a key to the audio file name you want to play. Then, to play sounds, select "Play (by name)" and get the file name from the key value that you set earlier. Then, if you need to update an audio file, all you need to do is import the new audio file and change the name in the appropriate Dictionary key. The old file(s) can be deleted and you won't need to find every audio command in your game events to change the reference. For example:

    [attachment=0:tuxslrxz][/attachment:tuxslrxz]

  • Yes jayderyu, I see what you mean. I have always used On Created to control setting instance variables to minimize that sort of code repetition, but I can see how that it won't work in all situations.

    Yttermayn, I withdraw my 'helpful' comment!

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Colludium

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