Colonel Justice's Forum Posts

  • Hi, is there a way to multithread or asynchronously retrieve the imageurl? Encoding a 2048x2048 image takes some time, 3-5 seconds of freezing to be exact. I would not mind getting the base64 string "later".

    Thanks,

    The Colonel

  • Problem Description

    Destroying shadowlight objects or restarting the layout will bloat the used image memory.

    Attach a Capx

    Can be demonstrated with Construct 2 example capxs.

    Description of Capx

    Just using the example capx.

    Steps to Reproduce Bug

    • Just add an event like "on right click -> restart layout" and observe the memory occupation while repeatedly restart the layout.
    • Can also create new shadowlights and destroy them afterwards, same effect. The amount of memory leaked is multiplied by the number of shadowlight instances. Removing the shadowlight object from the layout will result in proper memory cleaning.

    Observed Result

    Memory usage ups a 300-500 kb each restart. Net memory usage of a shadowlight actor is about 800 kb, so it does not clean everything properly.

    Expected Result

    Destroying an instance should free the same amount of memory as creating one.

    Affected Browsers

      Seen in Firefox, Chrome, Nodewebkit in both preview and built versions. IE probably will show the same behavior but honestly didn't test it with a recent version.

    Operating System and Service Pack

    Windows 7 32bit patched to date. Geforce 8800GT patched to date.

    Construct 2 Version ID

    Observed in the latest stable r190 and also r187.

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  • Actually this has been fixed some time ago, maybe you might want to draw an update.

  • Hi,

    this will hopefully be my final question regarding displacement maps.

    Is the following possible:

    State 1: Sprite in its normal state

    <img src="http://www.schade-blog.de/schade-studios/doorsprite1.png" border="0" />

    State 2: Relative displacement lets this door slide into an invisible space.

    <img src="http://www.schade-blog.de/schade-studios/doorsprite2.png" border="0" />

    I know, with a tiled background this shouldn't be any problem, but I want angles! <img src="smileys/smiley4.gif" border="0" align="middle" />

    Darn vertices... never managed to wrap my head around them.

  • Thanks, that may come in handy at some point in the future, as I�m yet not done inserting new objects.

    Does it handle R2 caps, or are there significant changes in the format between 0.99.97 and R2?

    If not, my excuses for such a blatant display of n00bness [

  • Copying the object from a backup cap into the most recent one actually did the trick.

    Thanks though for the offer!

  • Hi again,

    an object has vanished from my layout. The code is still there, it�s still in a subfolder in the project explorer. It�s neither visible in the layout editor nor the object explorer.

    "Create object" will not spawn it and any code related to that object is not executed.

    So far I tried to:

    -drag and drop from the project explorer onto the layout. Guess that�s not meant to work.

    -Move the object into another subfolder

    -Sort the object folder from a-z, switch from small icons to list, vice versa

    -Try to place the object in another layout.

    That didn�t do the trick yet. I guess something went wrong with the cap�s internal object index, or the thing that references it in the object explorer.

    Any chance to repair the CAP, or do I have to live with a phantom object and build a new one in the same vain, then adjust the existing code for that object?

    Luckily it was not too heavy animation-wise.

    Cheers,

    the Colonel

  • Hey Katala,

    thanks for the feedback! Yeah, collision handling for the walls wasn�t the best in this version, I�m fixing it right now. The nests leave the bump map behind in this version, but they shouldn�t ;)

    Bullet time gets triggered by a x% chance an enemy dies. But of course enemies also die off-screen (when they get minced by sawblades for example), so I�m checking options here.

    Right now I�m hijacking Construct 2 as map editor and implementing pickups and items. The next test release draws near :)

    Cheers

    The Colonel

  • Phew, maybe you should drop 20 health for each 10 enemies killed.

    If you kill enemies without taking damage, awarding that with health could lead to a design problem ;)

  • Haha, that�s quite funny! But really tough!

    Are you planning to have health drops from time to time?

    I was hiding behind the wooden boxes waiting for a good shot, but the three-way shooting thing with some soldier just can make things hard to beat.

    But good work, I also like the style, keep it up!

  • Yeah, that approach seems doable, but the target audience may be a bit problematic then.

    A) Indie gamers, think they tend to have weaker machines than

    B) The Modern Warfare2 power gamers with their ridiculous rigs that raise an eyebrow when they stumble upon a 2D shooter, a genre not so well known to their kind <img src="smileys/smiley2.gif" border="0" align="middle" />

    On the other hand, there?s some godrays and lense flare effects already developed, but wasn?t sure wether it?s wise to show them yet, people get shrugged off easily when their first experience is bad due to lag/whatever.

    Cheers!

  • Okay, thanks.

    It appears that I�m using the same GPU on my dev machine, so once again only that matters, system memory and CPU speed aside ;)

    Had troubles on machines with older cards / laptops with integrated graphic chips, this might need some tweaking. General stereotype might be "why the heck does this 2D thing run so slow? might be as well a game from 1999!" <img src="smileys/smiley2.gif" border="0" align="middle" />

    A right, for closing ALT & F4 does the trick right now. Still integrating the ingame menu.

    Cheers!

  • Hey tulamide,

    thanks for the feedback! It?s always good to receive constructive comments like yours that help improving the game.

    Would you mind in posting your machine?s specs for the record? PM is also ok.

    About the controls: Yeah, I guess they need some tweaking or at least a quiet place to try them out, I heard this already a couple of times that players try to translate the classic first person shooter controls with WASD. Maybe I will address this issue with an option to switch the movement keys' behavior.

    Mobs/you getting stuck in the wall: Yeah, that?s the physics object needed to be pushed out at it?s normal.

    Esc resulting in a black screen may have to do with the MagiCam. Right now the loading screen is a seperate layout, I guess I will use one sole layout for the whole ingame state machine.

    Might work on the tileset looks to distinguish floors from walls.

    Design-wise you were absolutely right, I?m trying to recreate some of that claustrophobic feeling you could experience in Diablo 1, combine some RPG gameplay elements with fast paced action.

    Let?s see how it turns out, I came a long way from MMF2 to Construct Classic, and I will be sticking to it until it?s done.

    Cheers! :)

  • Thanks! :D

    Did you give it a spin?

    How was the performance if so?