GeorgeZaharia's Forum Posts

  • bumpy examplewithout plugins in case you need it.

  • like this?

  • if you mean this type of dashing? example file.

    i just edited you capx file a bit...

    i disabled the stamina usage to 0 for testing purposes... c2 has some spawning problems on this capx and the shadow effect is a bit out of place. hey hope its what you wanted.

    and hope you like your new player face .... got borred wanted to do something more then a green block haha

  • Well, you can use any other condition not just empty, and there'll be even more lags. But it doesn't matter how laggy the project is, the actions never can be skipped, if you are having your actions skipped then you should report this as a bug for sure. You can check my .capx above with a heavy and laggy function, it frozes the game for 5-10 seconds, but no following actions are skipped and no wrong values.

    well yes but your capx that repeats "8797899" its not a actual "laggy example" caused by the function filtering but mostly cause you used repeating that action to many times. which of course wold freeze or delay the system until the "8797899" repeats are finished and then the right value wold be written.

    but on my capx you dont have no repeats and cpu increases ... on higher amount of objects (bigger projects) that type of unoptimization wold cause a freeze or cpu spikes that wold make the game/app act like skipping and you will start seeing objects going haywire or objects passing trough walls, or objects just not doing nothing or reacting to late. by "skipping" i meant not responding in the same order it should no matter the browser fps or delay of system.

    and of course im not using that type of event hierarchy i just said most people do use them and its a bad example of usage that may lead to freezes that visually look as a action or event is "skipped".

    maybe "skipping" is not the best term to use here.

    let me create a type of example infinity run like where i encountered the "skip of a action"..(edited: but i dont think you wold face any skippings nor i at the moment on my current rig) this types of so called skipping where happening on a older rig i had a few months back. now even if i manage to replicate it i wont notice it since my current rig its just awesome lol... i have some projects i could share and you could run as a test on mobiles or ur pc but requires premium plugins so... need to basically replicate those in a free way.

    anyway im not complaining about it cause by this time i learnt to work around those issues. but you asked

  • ....... click button to compare difference between glsl opacity .Use Chrome!

    http://gigatron3k.free.fr/html5/C2/FX/glslopacity/

    lol what to compare? hahaha the difference is like comparing a sloth with a rabbit hahaha its insane

    before pressing the button 10 -15 fps.. after i clicked it things got super speed haha 60fps and keeping straight insane work man ... keep it going <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    i was using your 3d starfield last week and managed to get 60 fps constant with around 20,000 objects ... i know its pure magic <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy"> <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">

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  • lennaert

    newt

    well as i said in the above post its not happening everytime depends on how cluttered the project is and depends on the hardware that runs on.

    for example i had run some projects on mobile that was basically unusable because the system was skipping or reading the events sheet with delays.

    Sisyphus

    here is a example capx with multiple empty events filtered trough functions.

    you will notice a 0.1 -0.2 cpu utilization fluctuation depending on your system, instruction can be found in template

    Edited: And that example is only using 50 objects moving 1 px and thats it... imagine having 100 or 300 moving jumping or adding effects on it... the cpu wold "explode" or app wold crash on most of mobiles/browsers [/code:33n4anit]
    
    when you start the test leave it 1-2 seconds to get a stable point
  • wow you've been busy haha, cant wait to see how those will turn out

    dont worry about my request take your time i know its going to be awesome

  • awesome

  • i presume your bullet speed is autoupdated on everytick based on car movement thats why it accelerates as the car... try setting the bullet speed relative to the car movement only on spawning of the bullet or rocket what ever it is. that should fix it.

  • This is not okay, sounds more like a bug. Then it might skip the "Wait 0" action too, lol. There's nothing in the manual or tutorials about skipped actions because of a framerate or anything else.

    No it cant since "wait 0" action is delayed, as the post you shared says, to the end of event sheet and then performs it.

    But when you have 10-20 actions under a condition or is a very cluttered area of conditions and actions in your event sheet and you dont have the "wait 0" between them,and based on your computer performance or browser performance there are some times slow downs of performance.

    Maybe because of browser plugins/framework maybe because of your computers outdated drivers, sometimes we have high usage resources and the browser may slow down even for 1 second or less ... at that moment since C2 system is directly responding to how well our computers can run HTML5 and this sort of issues might happen.

    This issue was also mentioned many times by Ashley and other developers over the years in the forum posts. The skipping is not directly mentioned in the manual but the performance and optimization is, and its suggesting the slow downs might skip 1 action or the actions might not perform as well as they should. And thats why Wait 0 was implemented. At least thats how i see it and understand it so far from testings and the course of C2 development announcements.

    But its not something that C2 can fix. Its more of a Hardware, Software(not only C2 but all dependencies that C2 has), and user usage mix problems.

    Which C2 is developed and patch so often to avoid bad performances like this.

    Another example that is based on performance and the limits of HTML5 are the jitters that always pops up around forum, that are caused by the html5 platform and how well the Math is made in the Core's Engine.

    But this pushes the topic back to the eternal conflict between developers on having to choose from HTML5 or flash. Since immediately flash is/was a bit faster but still has more problems then HTML5 itself.

    In a few more years maybe all this will be behind, with the technologies and the software that is continuously updated. Till then we(the normal inexperienced flock of users) cant do nothing but wait. And submit bug reports or performance issues.

    And then another short note on user usage of software ... most C2 developers tend to not have a clean code... keeping their event sheet all unoptimized and having blank conditions under blank conditions under functions over functions that basically do nothing just delaying the system and then as mentioned above issues pop up.

    And the unoptimization of a code it can bring performance down quite visible in some cases even close to unusability of an app.

    Because 1 condition in blank its another maybe 0.001 % tick delay based on the amount of conditions and actions we have in our event sheet, and on large scale games that 0.001% can get pretty high stacking.

    I'ved seen capx's that where like the above example ... having 10 functions under 10 blank conditions and at the end 1 action that was calling another cluttered useless function that was basically repeating same hierarchy just calling another action or condition ... which did not make sense at all.. and the app at that moment tested was performing really bad maybe 1% of what it should have been.

    So it all comes down to all this things that combined kills performance, on a newly platform called HTML5 that still has years to be developed in order to get perfect and fast enough. Even though, i personal consider it fast enough at this point for what most people use it for on the side of C2.

    I could go on... but im way off-topic and this kind of talking wold be better discussed in open topic then C2 General.

    Im not sure if you still understand now why "action skipping" might happen. And why "wait 0" wont be skipped. But you already shouldve noticed all this by now ... since your not a new C2 user lol ... have a great day all

  • as other developers said, c2 can handle large layouts max layout size is stacked at 100 000 pixels by 100 000 pixels however above 500 sprite objects moving and updating you may encounter fps drops and high cpu/gpu consumptions which on mobile platforms means large battery consumption and sometimes crashes.. on pc however ... on a newer rig you can run a C2 game with around 15,000 sprite objects at a 24 FPS but since not everyone has its rig updated i wold not place more then 1000 active objects in a layout.

    Active meaning ... updating positions changing effects parameters and other stuff.

    if they are just static objects(they dont do nothing just stays there as a bg image or hud elements) then you can add around 2500 of them. so you can have usability above all.

    this info is based on my personal rig

    CPU

    Intel(R) Core(TM) i5-6400 CPU 2.70GHz

    Maximum speed: 2.00 GHz

    Sockets: 1

    Cores: 4

    Logical processors: 4

    Virtualization: Enabled

    L1 cache: 256 KB

    L2 cache: 1.0 MB

    L3 cache: 6.0 MB

    Utilization 3%

    Speed 0.78 GHz

    Up time 8:17:45:30

    Processes 54

    Threads 798

    Handles 25203

    Memory

    8.0 GB

    Speed: 2133 MHz

    Slots used: 1 of 4

    Form factor: DIMM

    Hardware reserved: 47.4 MB

    Available 5.4 GB

    Cached 1.8 GB

    Committed 3.1/9.3 GB

    Paged pool 295 MB

    Non-paged pool 155 MB

    In use 2.6 GB

  • Save as project saves the entire project uncompressed with its entire hierarchy folder

    Save as a single file saves the project under the .capx format which is basically a compressed .zip

    if you change the name of the capx to zip and then extract it you will get same thing as extracting a .capx file or by saving a Save as Project option.

  • Edited:

    here is my solution Capx Example v2 updated

    let me know if you need something else...

    Ashley i found a bug when i try duplicate a button then renaming it and changing the text info ... C2 editor crashes (use original capx in the first post)

    steps to reproduce :

    duplicate button named Add Heart

    change name of the new duplicated button

    change text of the new duplicated info

    on pressing enter after text is changed or clicking the layout so the text its saved C2 Crashes. r228 x64 Win8

    Edited : in my capx now it doesn't do it anymore after it crashed around 3 times... first time it crashed was due to the name length i think... i'll retest and submit to the bug section properly once i pin down the cause. sorry for rushing on reporting and in such a inappropriate topic.

  • 1 bolean or variable on the item

    tripple condition :

    Trigger once

    is bolean X inverted/variable=0

    cash =>500

    action --> subtract 500 from cash

    ------------> set bolean true /set variable to 1

    this should solve it.

    i placed bolean and variable with a / so you can choose the way you want it... it doesnt require both just one of the solutions.

    here is a capx example using mouse and instance bolean

  • So essentially I cant make it where the enemies view is the only way i can be found and i was thinking of making it where i could backstab the enemy sneakily and that would be the only to kill them

    well you can, you basically can reproduce the LOS behavior by event sheet, the code i gave as a example is only measuring the distance to trigger the follow action.

    For "visibility" or cone view effect, you need to calculate the direction the AI is facing... however it might be you are using LOS wrong and thats why it breaks. take a look at the RTS example in the default templates of C2 that might help you understand better the LOS usage.