PabloDev's Forum Posts

  • Johncw87

    I'm not sure I understand you correctly but I will say that I have not modified the plugin at all!

    Should I reinstall C2 ?.

  • > -quote snip-

    >

    > Hello! I again have the same error but this time it is in Android 4.2.2.

    >

    > Chrome Version: 31.0.1650.59

    >

    > Can you do something about it for compatibility?

    >

    > -image snip-

    >

    I've updated the plugin with a fallback implementation of Math.sign from here:

    https://developer.mozilla.org/en-US/doc ... /Math/sign

    I tested Internet Explorer very briefly, and it appears to work. It will probably also work on that outdated chrome for android, too. Download link is the same Dropbox link as always.

    Hi, thanks for the update !.

    I installed the new version and suddenly now I have this error when I open my project.

    This error did not exist before, will it be due to the update of the plugin ?.

  • > What does it mean when suggestions have no response?

    >

    Try the opacity replacement FX here : http://gigatron3k.free.fr/html5/C2/FX/opacity.rar

    But ... what should I do with this xml file ?.

  • I have a few guesses but it still depends. Does it only last for a few seconds?

    Sorry, I did not understand this question.

    Do you mean if the slowdown lasts a while or always remains?

    It stays for a while, I would not know exactly but I assure you it's annoying to play.

  • Hi, my game slows down more and more when I do restart layout at certain levels.

    I mean, I play the level, the game works fine, when I die and I have to restart the layout to restart the level, the game goes a little slower.

    This happens in my galaxy 6S.

    I think this topic has already been commented on some occasion, any idea about this ?.

  • TecenGOD Vanilla r240 projects compile and run fine using cocoon. The problems are plugin related.

    What plugin do you mean?.

  • But this does not have to be a bug, I think it might be okay to make the suggestion.

  • Mirlas, this is not a solution, just an illustration. The loop simulates a very very slow device. 7 fps on my machine.

    Dont do this, okay ? It might help you to see the link between things.

    https://www.dropbox.com/s/y3atcsbxfyvzu ... .capx?dl=0

    Thanks for the example, I have to experiment with this, try out old devices and stuff like that.

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  • What does it mean when suggestions have no response?

  • >

    > I found that the error only occurs in Internet Explorer 11.

    > In Chrome it works well.

    >

    That... actually helps. I re-created the error, and now see it in English.

    [quote:vvyghmgk]

    Javascript error!

    Object doesn't support property or method 'sign'

    Apparently Internet Explorer doesn't support Math.sign(). At all. This is the kind of thing that makes web developers hate IE.

    This is from MSDN:

    [quote:vvyghmgk]

    Supported in Microsoft Edge (Edge browser). Also supported in Store apps (Microsoft Edge on Windows 10). See Version Information.

    Not supported in the following document modes: Quirks, Internet Explorer 6 standards, Internet Explorer 7 standards, Internet Explorer 8 standards, Internet Explorer 9 standards, Internet Explorer 10 standards, Internet Explorer 11 standards. Not supported in Windows 8.1.

    I'm not really sure what I'm gonna do about that. I'm leaning heavily towards "screw Microsoft and their non-standards-compliant browser".

    Hello! I again have the same error but this time it is in Android 4.2.2.

    Chrome Version: 31.0.1650.59

    Can you do something about it for compatibility?

  • Make 'something' fps independent by using dt is exactly what behaviors (bullet,platform,timers ...) and also 'wait' & and every X seconds do already.

    Same system means same problems when crossing the limits.

    (is 10 fps not a bit to low ?)

    If you want to accurately measure time, use the system expression 'wallclocktime'.

    But even then, you are, well, a little bit screwed. Say it runs at 10 fps. Then 1 tick will be one tenth of a second.

    Or, comparing recent wallclocktime to previous wallclocktime happens every 1/10 of a second. So the error is a average not accumulating dt.

    Still better then an accumulating error each tick, when going lower then 30 fps.

    Sorry if sound confusing.

    But, in the end. It might be better to optimise the game. So it dont run lower then 25 fps. That is the best solution.

    And do you really want to support devices that are not even anymore supported by there manufactures ?

    I think I understand, in my game in many cases I should have used flags instead of time measurement.

    I think I have to take into account devices with android 4.x.x, I suppose these devices might not run the game at 60fps, the amount of devices with android 4.x.x is still great.

  • If I use "wait 1 second" but the game runs very slow on a slow device, the wait time will not be adapted to game time. Then it will wait 1 second even if the game runs slow.

    Yes, and No. Wait is fps independent until the game reaches the minimum fps. Standard the minimum fps = 30 fps.

    You can lower the minimum fps with the system action: system > Set minimum framerate.

    But, if you do so, most position based conditions (is overlapping/on collision) will fail. As explained in the manual:

    Set minimum framerate

    Set the maximum delta-time (dt) value based on a framerate. The default minimum framerate is 30 FPS, meaning the maximum dt is 1 / 30 (= 33ms). If the framerate drops below 30 FPS, dt will still not exceed 1/30. This has the effect of the game going in to slow motion as it drops below the minimum framerate, rather than objects stepping further every frame to keep up the same real-world speed. This helps avoid skipped collisions due to stepping a very large distance every frame.

    In general, everywhere you need the fill in a value in seconds or something/second, this is fps independent by nature. Timer behavior needs input in seconds, so it is fps independent, to the explained limits.

    This is a blow to me, I understand what you say ... I thought that timer behavior would adapt to the speed of the game, now I have my game using timer behavior and I guess it will not work well on slow devices.

    So I guess the best is what someone said before:

    Number of ticks to wait * dt

    60 ticks = 1 second

  • The truth is that I still seems confused after a year, I must clarify that matter of the quotes.

  • If you want to use wait using game speed, just use tick along with it instead of using a flat number.

    Example: Wait (1*dt) meaning wait for a single tick.

    Ah, but measuring the time in ticks is complicated I think.

    Supposedly 60 tick is a second but in a computer that runs the game slowly, I'm not sure that that works well and the wait is 1 second depending on the speed of the game.

    Have you tried it? Sure it works correctly and the time adapts to the speed of execution of the game ?.

    My question was, does the timer behavior work like this?

    I mean the timer behavior does take into account the speed of the game to work.

  • Hi, I have a misunderstanding with wait.

    If I use "wait 1 second" but the game runs very slow on a slow device, the wait time will not be adapted to game time. Then it will wait 1 second even if the game runs slow.

    Is this so ?, I mean, "wait" is independent of the speed of the game.

    To solutionate this is appropriate to use a timer behavior, am I right?

    I have read the tutorials but I think they do not talk about this.

    https://www.scirra.com/tutorials/56/how-to-use-the-system-wait-action

    https://www.scirra.com/tutorials/67/delta-time-and-framerate-independence/en