Quicksand's Recent Forum Activity

  • Oh I see ErekT, I've had a couple issues like that when playing at a double-scaled resolution. I saw someone else saying the same in another thread the other day. For the other people having similar issues could screen-scaling be a common factor?

  • Here is my attempt at a fix, is this working how you wanted?

    https://copy.com/0ZeQHizXjlbc8JDG

  • Quicksand I think it is both, at 60 fps, the current chrome just does not render properly (the jank) and it is really annoying to look at it.

    And below, on some circumstances, the controls become too unresponsive and so, the game becomes unfaIr.

    Both issues are relative to chrome I think, but I could be mistaking.

    Thanks for replying.

    Maybe I'm just used to jank because my computer is really, really old but I haven't really noticed it in my game to the point that it made anything unplayable or even that ugly (and again, that's on a super old and slow machine).

    I can see how a really fast-paced game would really suffer from random stutters, though.

  • Could you upload the capx to DropBox or Copy.com?

  • PS: Here's another thing I don't quite understand with HTML5 games: 60FPS for a game and depending on the jank spike, anything that dips below that becomes unplayable? Seriously? I know that it's 30FPS that's supposedly playable, minimum at a reasonable 24. So how did it come to this?

    I'd like to know what people are talking about when they're using that word- Do they mean things go wrong with the gameplay that make the games literally impossible to play properly, or do they just mean they really don't like the way the janking looks and they don't want to release full games with that sort of issue?

  • Maybe try using one object for the movement, and another pinned object for the sprite rotation?

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  • Is the image animated? The image-point locations can change between frames or sub-animation, if you're not careful.

  • Maybe some compromise is possible here; I understand why Ashley normally has those specific standards for bug reporting, but perhaps in this case those standards could be relaxed for everyone to help each other get to the bottom of this one issue. Given that the jank/lag anomalies seem to be troubling to so many here, and doesn't seem to be going away on its own.

  • If it was just an issue of monitor or lighting configuration then the difference wouldn't show up in screenshots, though.

  • If you export as a stand-alone node webkit game then the webstorage is stored, at least on Windows, in the app-data folder. You could do that and check the size of your game's folder to find out how much of a browser's webstorage it would use up.

  • I just want to make sure:

    I'm planning to add a save-screen layout between each level of my game, with an event that saves the game at that point before moving on to the next level after a few seconds. I will use the no-save behavior for the few objects in these layouts. Am I correct in my understanding that there would be no reason or benefit to adding the no-save behavior to objects in the actual level layouts, since no saves are created during those levels?

    Thanks in advance.

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Quicksand

Member since 11 Apr, 2014

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