megatronx's Forum Posts

  • Ashley Did some further testing and hope you can respond to this problem, if there are plans to fix this and what can I do to fix this?

    Did some further testing and it didnt matter what I changed it still happened. So I made a new clean project and didnt change any settings.

    The project has two sprites and only one event. Once the sprite with a player behaviour makes collision with the floor sprite it jumps and plays a sound. As simple as that.

    You can see the result here: youtu.be/i635UHoviMk

    At 1:19 it freezes up till 1:46. Then it continues playing again. This is a huge problem with the node-webkit exporter and if there is no alternative way to make an proper executable for windows then heck what can I do now?

    I'm thinking, do you have any programs running in the background? If so, could you do a test with all closed?

  • I'm not a programmer but I'd imagine that Ashley would have to write a completely new loader, that would request assets sequentially and not too fast - one by one, or part by part, but with some breaks, and somehow be integrated in to the event sheet loop ( and I don't mean events, but just making sure the game will run while and loadding assets wont take much away from games fps). It would be definitely very good to have.

    I can understand why you might be reluctant to incorporate this at the risk of confusing less experienced users, but that's why it could be an advanced option so the more experienced users can use it instead. Professional games use loading screens in this manner quite often, it would be very useful for us to be able to do the same if we want to. While C2's memory management as it is is fine for many games, it isn't optimal for all types of games, and this way we could choose how we want it to

    The confusion could be solved by having a button that would toggle on/off advanced actions from the view. But I guess no point having that just for one action.

  • It's not a VRAM issue. Pauses still happening for projects with only 1 or 1000 objects. They happened on my old geforce 570, then on my Intel integrated graphic card and now it's pauses on new geforce 780 with 3 GB of VRAM. But not always, it's very random, In some projects with few hundreds of events and objects I've never had any pauses. And on some projects with only few events/objects it's pausing every time after few seconds in the game.

    So basically it's shit sandwich. All we can be certain is that things will work in FF and Chrome. That's charming. What I've got from that steam thread is that even if the game works perfectly for you, others will have issues.

  • Thanks for sharing the info.

    I also found this thread on steam forums. No solution, but the game is using NK and if I'm correct was made with c2, so just proves the point more.

    http://steamcommunity.com/app/262790/di ... ?l=english

  • Yeah, it could potentially be running out VRAM, for example. I was getting pauses for a while when I didn't realize I had accidentally asked my computer to use more VRAM than it actually has, and so node webkit had to pause to swap data from disk whenever something it didn't have in VRAM came on screen. Once I fixed that, I haven't had a pause since.

    Cool, thanks... do you know what the limit would be for vram?

  • Is it really freezing because of garbage collection? Any particular reason - large images, loads of code, or something else?

  • megatronx I suppose you guys are the ones missing these posts, then. I simply look at the new posts page:

    Until I find the last thread I looked at. It doesn't take that long. Maybe users just need more education in forum usage?

    Btw, I have bumped "advanced" questions multiple times with no replies, and they were in the first page for a couple days. It's not that they're getting pushed to other pages. Trust me.

    An advanced subforum might help, but the only reason I can see that happening is because it'd be more like a hangout for "advanced" users rather than a place where "advanced" questions are actually located.

    Yeah, it was my intention to have it as a hangout, but including advanced subjects and questions.

  • > but there are things important to long term construct users that get lost.

    > t's not that they are getting lost, it's that they just aren't getting replies.

    I think they often are not getting replies because they're being pushed to other pages.

  • bump. First post edited.

  • > "Sin" behavior buddy.

    >

    > https://drive.google.com/file/d/0B0jUjW ... sp=sharing

    >

    > Also you don't need to make another object with grass at opposing angle, just stretch the image the other way around.

    >

    Thanks man, I'm not sure how I managed to miss that. I feel pretty stupid now considering what I went through as an alternative.. that's definitely much easier. <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    All right, don't need to feel that way. You just starting up! <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile"> GL

  • No, we cannot change how the existing operator works, firstly because it's standard in many tools and frameworks that bitwise OR works like that, and secondly it will break a great many existing projects.

    I'm not sure we could even make a new operator that could work like that, and I'm not aware of any language or tool out there that does. I think it is best if you just use an OR block.

    That's fair enough.

  • Would it be possible to update these so you could use them the following way.

    Think that would be very useful, for instant to do this in my game I have to make 112 lines of code, compared to just 16 if this was possible.

    Anyway a small thing but one that I think would make sense if were possible

    Absolutely. Anything that will streamline the workflow!

    I have similar request for using names of objects, so instead of making 30 condition events for, for example 30 different tiled bg's, I would just make one and pass the name of the tiled bg trough variable.

  • Overlap at offset only checks the one spot, not all the spots in between, so -n, and n both would be in the same condition, in the same x, or the same y.

    AH

    It scales from its origin, so if the hotspot is in the center, then yes.

    The scale action works on both width, and height, so it has little to do with this.

    Ok.

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  • Is overlapping at offset between minimum, and maximum:

    An additional condition like overlap at offset, but checks all pixels between two values. Like if you gave it 4, and 8 it would check all the pixels between the hotspot +4, and the hotspot+8. Something like -10, and 10 would basically check both the left, and right for a collision if it were on the x. I realize you can use the los behavior for this, but that can complicate things, like a 45 cone would get just one direction, but if you need multiple directions you must add another behavior. Blah, blah, blah 360 degrees misses corners, etc.

    You can use -n & n in the expression field.

    Run time editable hot spots:

    The origin is where and object can be scaled from. Say for example an object had the origin on the left center, and you scaled the width higher, it would look like the object was growing towards the right. The only way to make it look like its growing in some other direction is by either changing the angle, which may not work in some situations, or add another object that has the hot spot set to the preferred side.

    What about "scale" action? Doesn't this one will work from the center? If not, then +1

    Origin for los, other than hot spot:

    The hot spot isn't always the ideal position for the cone origin, and using a dummy object is overly complicated.

    Also: Can't see around square corners, so using "solid" can be an issue with something else that uses solid, say tilemaps.

    +1

    Object.timescale:

    We have object.dt, but using the actual timescale would simplify some things.

    +1

    Weighted random:

    It would be nice to have an expression that that gave us random as a chance, or dice roll, or percent. Like in this thread :https://www.scirra.com/forum/viewtopic.php?t=66495&start=0

    There are so many good places to use that, but implementing it for each "roll" is a big hassle. Id say use a function, but then you get the picking issue.

    +1

    Could I throw in "Disable collision between selected instances" ?

  • megatronx Did you mean window size in project settings? it's 640 x 480, it doesn't affect performance difference.

    Did you try using low quality rendering?