Prominent's Forum Posts

  • Jayjay , windows Vista sp2.

    yeah.. not really a solution, but thought it was interesting and possibly could provide insight somewhere.

    I found out that windows 8 and 10 don't even support classic theme, so those users are stuck with more graphical intensive ui and effects, and can't even test this out.

  • I think if you own C2, then you'll get 50% off your first year of C3 whenever you choose to start using C3. That discount offer never expires as far as I know.

    Every year afterwards, you'll have to pay full price each year.

  • I don't think so. It could break the save states if there is inconsistent data.

    You'd have to figure out a way to build your own saving/loading to check which data is stored/loaded, etc.

  • If you're a beginner and already using C2, then I would stick with that since it may take you a couple years to fully grasp all the nuances to construct and to develop an understanding of how to make games, etc. You might spend a few months on a project and then spend several months not even using construct. C2 allows you to work at your own pace without feeling like you are wasting money if you aren't using it. That's why I think C3's subscription based approach is less friendly to beginners. C3 is more suited to experienced and committed devs, in my opinion.

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  • No

  • Yes.

    Pay every year.

  • OKAY, so I found a way to remove the stuttering!!

    I read online that windows explore may be affecting the rendering, so I changed my windows theme to Classic, and now my game runs super smooth!

    Apparently the custom theme requires more processing, so it must have been affecting the rendering in some way.

    Newer versions of windows deal with it better, but since I use an old version of windows, the stuttering is insane. Changing my theme to Classic removes all the stutter.

    If you're experiencing stutter, you should try changing your theme to Classic to see if it improves it!

  • Oh! okay, that makes sense. I'll do it that way rather than mess with the saving/loading stuff. thanks!

  • Okay, yeah.

    Not sure how this will effect things, but this is what I did to remove the pausing:

    	// called when saving the full state of the game
    	behinstProto.saveToJSON = function ()
    	{
    		// return a Javascript object containing information about your behavior's state
    		// note you MUST use double-quote syntax (e.g. "property": value) to prevent
    		// Closure Compiler renaming and breaking the save format
    		return {
    			// e.g.
    			//"myValue": this.myValue
    			"lastUpdateTick": this.behavior.lastUpdateTick
    		};
    	};
    	
    	// called when loading the full state of the game
    	behinstProto.loadFromJSON = function (o)
    	{
    		// load from the state previously saved by saveToJSON
    		// 'o' provides the same object that you saved, e.g.
    		// this.myValue = o["myValue"];
    		this.behavior.lastUpdateTick = o["lastUpdateTick"];
    		// note you MUST use double-quote syntax (e.g. o["property"]) to prevent
    		// Closure Compiler renaming and breaking the save format
    	};
    [/code:1khl2d9h]
    
    I did that because I noticed this:
    
    [code:1khl2d9h]behinstProto.tick = function ()
    	{
    		var timescale = this.runtime.timescale;
    		if (this.runtime.tickcount > this.behavior.lastUpdateTick && timescale > 0)
    		{[/code:1khl2d9h]
    
    Since loading a savestate changes the tickcount, it waits until the tickcount catches back up to where the behavior has it set to.
    
    Not sure if it will have any side-effects.
  • Saving the game seems to record the tickcount and time, etc... I noticed that loading after waiting a bit causes the pause to be prolonged.. I think the Chipmunk behavior is waiting for the time to catch up to the simulation.. Because when you load, the time/tickcount goes back in time..

    So now, I'm going to explore the plugin and see what can be done about it..

    edit: yep, when I wait and then save game.. then reload the game and immediate load the state, it instantly starts moving because the time being loaded is in the future.

  • Is anyone else having problems with the built-in save/load system, the physics seem to lag behind a fair bit.

    https://www.dropbox.com/s/gsuj4ni4vnjvfj6/chipmunk%20problems.capx?dl=0

    Have you or anyone else found a solution to the pausing after loading a savestate?

  • hmm, that's a fair point, I forgot about that.

  • Would a call for another wrapper fair any better than a native export?

    Make their own using Node?

    Just thought I would point out something.

    Multimedia Fusion also suffers from this janking as seen in this thread: https://community.clickteam.com/threads ... tus-thread)

    So, I guess this is an example of a native option not being a solution.

  • Same for me.

  • The positioning places it inside the wall, so it uses the platform behavior's collision solving to push the sprite out. The vibration and slide is due to the collision solving that the platform behavior uses.