thegrind's Recent Forum Activity

  • Hi,

    I'm close to finishing a browser based game, when I realize that when loading save games, a problem emerges with some of the text objects.

    I use my own webfonts (as described in Przemek32767 tutorial: https://www.scirra.com/tutorials/237/how-to-use-your-own-web-fonts).

    The problem is that in some text objects the right part of the text gets cut of. It seems to happen when resizing the browser. The browser seems to load the webfonts, when I resize the browser window, after loading the save game. The text seems to be reformatted wrongly when this happens.

    Screens displaying the problem:

    https://docs.google.com/drawings/d/1AUA ... =960&h=720

    Any ideas, or workarounds? (not being sprite fonts). Do you think this is a browser problem or C2 problem?

    Cheers,

    thegrind

  • Thanks for the answer!

  • Does it have any impact on performance to turn off collisions on sprites, which for instance is part of the UI (assuming no collisions ever happen anyway).

    Just asking to decide whether I should use time on turning collision etection off, on sprites which doesn't need it.

    Cheers,

    thegrind

  • This is a test with 3 animations. A unique sound is played for each animation on frame change. Animation speed can be set.

    http://audio-au.bitballoon.com/

    When I'm running it on PC in IE11, it seem to run stable when speeds are less than 8-10 FpS. Increasing to around 10-15, and sync is totally lost. Its like some buffer gets max'ed, and no recovery.

    I'd appreciate feedback for other PC setups for various IE versions.

  • I didn't think audio was expected to run reliably in IE?

    I have this problem: https://www.scirra.com/forum/viewtopic.php?f=146&t=126489 but currently lean to just disable sound in IE, though it will hurt gameplay experience.

  • Just a heads up, if some of you experience errors injecting data into C2, and you think you are doing everything right. I just spend hours identifying this problem; check that your data strings doesn't contain non-breaking space at the end (which can be present when copy/pasting from some formats). This is not visible in the editor, but is encoded in the XML, and causes error when C2 is opening the data files.

  • I am experiencing audio problems in relation to Internet Explorer on Windows desktop (only tested on IE 11 on Win 7). Chrome and Firefox works fine.

    I play a sound every time a frame changes in an animation. It seems to create a problem as soon as animation speed (10f/s) causes the sound to be played while already running. IE totally messes audio up this way (also affecting a background loop sound, which starts lagging).

    I tried to test some different cases;

    If I stop the sound if playing, on frame change, and then immediately plays it, it still causes a problem.

    If I choose not to play the sound again if playing, on frame change, it seems to work, but of course sounds weird, as the purpose is to play a sound every time the frame changes.

    If I use 3 different sounds, and selects one not playing, on frame change, it seems to solve the problem. This solution is not satisfying though, as it waste ressources.

    Any insights would be appreciated!

    Cheers,

    thegrind

  • My questions was actually a little deeper. I was pondering how to avoid reloading into memory everytime I switch layout, when I choose to switch layout for cutscenes to save memory (which I of course desire if I have 20-30 individual still images). Such images pose no problem in themself, as they are just isolated images, presented on their own. I am not sure that persistent objects from the main layout are reloaded into memory when I switch back, but I assume they are (since I assume memory is cleared when switching layout - could be wrong). While not a big problem, the downside to this solution setup is not memory usage, but rather the time it takes to reload the objects into memory. A feature to load and unload an object temporarily has been suggested before on the forums, and it would be useful for this situation.

  • But as I mentioned, I'm talking full screen HD cutscene images. I don't see how that has anything to do with what you mention, though it is solid guidelines for development.

  • I'm making a game with a series of full HD cutscene-images (20-30) , meant to be displayed full screen to support the story.

    I'm thinking to switch layout when displaying each image, and switch back to main layout when done, to avoid wasting memory. However wouldn't this cause the system to reload the initial main layout objects into memory? In my game that would result in a 100-200 Mb memory reload everytime I go back to the main layout. As I see it, the optimal way would be to load and unload an object from memory. But it is my understanding this is not possible, and memory is only freed when switching layout.

    Please enlighten me

    Cheers,

    thegrind

  • I posted a bug, and Ashley provided this advide:

    [quote:s2uksauq]Thanks, should be fixed in the next build. However for style reasons I would strongly advise you do not use includes in groups!

    I shouldn't reply in the closed bug section, so I'll post my question here:

    I include all my event sheets in one event sheet, which I point to in my main layout. It provides a good overview, and it seems to be a convenient way to organize and deactivate a collection of event sheets (I use it for instance when presenting certain full screen overlays to the player or running separate minigames).

    Would a recommended way be, to encapsulate every event sheet in a group, and then for instance deactivate a selected part of them, in a function call?

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thegrind

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