christina's Forum Posts

    I dug around on the nw.js forums. Apparently, some file in the "manifest.json" ? or "package.json" ? (I'm not sure where these live in the filesystem, if you do, please tell us), can become corrupted, and can "blacklist" the name of your app.

    Changing the "Name ______ " of my project in "Project Properties" instantly solved the problem.

    Could you try and let us know?

  • zenox98 then I'm done for, because nothing above NW.js 0.12 works for me

    Windows 7 x64 and non-Steam Construct 2 here: Neither exports nor previews NW.js projects. For example the Savegames Tutorial project works fine. The ghostShooter tutorial does not. A totally empty New project also doesn't work!

    I cannot open the exported .exe files or preview, and NW.js *32 stays open in the task manager, hanging without opening a window like FraktalZero. Usually it's two instances of the NW.exe

    I've tried every version of nw.js after 0.12, but 0.12 is the last one that works. Seems the newer ones are completely broken for me

  • R0J0hound so I'm not making super stupid mistakes? That's a huge relief. But your suggestions are still genius, thank you for going into the trouble to check all that undecipherable code! I'll implement right away and report back <3

    Such an amazing performance boost, just from changing the picking system. you're the best. I've got 300 nodes and going! One tiny more thing now: zooming in and out still has a huge performance hit. Resizing and re-positioning the canvas seems to be very intensive. I made zooming less smooth (only three levels of zoom, you go to each one by rolling the mouse wheel, and that's it). But even then, I don't like the FPS drop spike, seems unstable

    Here's the CAPX with my changes, for future reference of anyone who's interested:

    https://dl.dropboxusercontent.com/u/28087823/LD34%20LandsOfLore/ConversationEditor/conv%20editor7.capx

  • Problem Description

    nw.js "Save Dialog" opens up "Open Dialog" instead

    Attach a Capx

    http://puu.sh/mzyz3/80fcb960bf.capx

    Description of Capx

    opens a Save Dialog

    Steps to Reproduce Bug

    • Step 1 Export as Node Webkit
    • Step 2 Click the button that says "SAVE"

    Observed Result

    "open file" dialog comes up instead of "save file" dialog. Note: the open file Action does the same. They both open up the "open file" dialog

    Expected Result

    Save File dialog to open

    Affected Browsers

    • Nw.js Operating System and Service Pack Windows 7 Construct 2 Version ID Release 220 (64-bit), with the latest nw.js v 0.13 EDIT: No, I was wrong. v0.13 produces .exe that don't work (neither in preview or export), so I'm using v0.12 (Chromium 41)
  • Hm other things that are unoptimized, working on them now:

    1. every time I call for a canvas redraw, I ask for every node to be iterated. I should only request that children nodes that are on the screen be iterated. This doesn't help if there's 100 nodes on-screen, but does help when the editor is properly used, i.e. there's about 20 nodes on-screen.

    2. each time I make a change, I make canvas reposition itself at the topLeft viewport. Maybe that takes a lot of processing power?

    I also resize the canvas to WindowWidth/ layoutScale and windowHeight/layout scale, so that it's always as large as the window, regardless of zoom level. Maybe that's very calculations-intensive as well?

    EDIT: The exact same thing happens with Paster, no improvement. Canvas isn't to blame.

    When I remove all Text objects, also no improvement.

    I think I may be making some rookie mistake with loops, or referencing objects that are off screen? :S

    I don't get where all the collisions are coming from either, since collision checks are very strictly defined, and I've disabled most objects' collisions. Made all the optimization I knew how to make, updated the above CAPX file. Still, nothing.

  • Thanks everyone for taking the time <3

    Performance is the same with or withoug WebGL.

    I am making a few collision calls, mainly "cursor is over" and "cursor is not over". I don't know how to eliminate those while keeping the system intact. I now suspect spawning each node (1 container and 6 other objects) is too much for C2 after 100 have been already spawned.

    I'm replacing canvas with Paster , and will report back

  • I made a directed graph conversation editor, it's working flawlessly, apart from one thing:

    after I create more than 100 9-patch objects (dialogue nodes), that is about 824 objects, along with their contained objects (buttons, text), everything becomes sluggish. I get: 416 collisions per tick and 130 poly checks per tick, which doesn't sound huge. FPS drops to 9, CPU usage becomes 86% whenever I create a new one and goes back to 60 and 2% if I leave it alone.

    The project is using R0J0hound 's Canvas plugin, to render the directional arrows every time the user clicks, which is super fast up to a point. But maybe calculating arrows for more than 100 pairs of coordinates is too much. Is there a smart way to just calculate changed nodes, instead of all 100 at once? Perhaps a 2-step process of clearing the canvas?

    Thanks in advance!

    Here's the CAPX: https://dl.dropboxusercontent.com/u/28087823/LD34%20LandsOfLore/ConversationEditor/conv%20editor6.capx

    Here it is in action:

  • Thanks newt <3

  • Thank you linkman2004! That is indeed all I need: teleporting 32 pixels away with each keypress. So there's no hidden danger in doing it like that?

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  • I'm probably missing something, but are there any drawbacks to moving your player by, say, 32px increments without taking dt into account?

    Something like:

    OnPress Right-

    ----> set X = self.X +32

    It's precise and it should never give you weird decimals. Are there any situations where this will break the game? Any extreme cases, where this action will not work properly?

    And if so, what is an easy fix to take dt into account? A lerp(selfX, (self.x+32), 60*dt) isn't instantaneous enough. Or is it? Is there a definitive answer?

    Thank you in advance, it's been bugging me this whole Ludum Dare.

  • bclikesyou: thank you so much, that's very kind

    YoHoho: yes there's a post-mortem in the above link

  • facecrime, I did, I'm pretty proud actually <3

  • Here's my ludum dare 34 entry.

    A dungeon crawler. Huge thanks to R0J0hound for his Canvas plugin, seriously, you're the greatest.

    http://ludumdare.com/compo/ludum-dare-34/?action=preview&uid=13139

  • Thanks ASHLEY.

    Linear sampling and blur would be an acceptable sacrifice in some cases, and it's a good trade-off for an engine that doesn't need isometric math. But yes, it will be less pretty