TheRealDannyyy's Forum Posts

  • It seems like Chrome already supports gamepad vibration in the experimental build. (LINK)

    So Ashley do you think it's time to slowly prepare the gamepad plugin or is it still too early for that?

    Did someone with JS knowledge already test it out and can share any experiences?

    Come on, there must be someone that knows JS within the 500+ people that watched this topic already.

  • Thanks for the info TheRealDannyyy. These options seem very straight forward but what if you run in to the problem of let's say having a top menu bar with an icon in that menu bar in the near left hand corner of the screen. If I place that icon in the near left hand corner then it will show on the big screen devices but not on the small screen devices. How do you work around that? ...

    I would use the Anchor Behavior for that.

    Everything you need to know about the use of that is explained very well and better than I could ever do it there.

    The safezone option does seem to work nicely. I've found a tutorial about it here from another Construct 2 user https://www.scirra.com/tutorials/1126/m ... le-devices.

    Looking at his screen shots even on the big screen devices it still looks great. My only issue is for an app that needs specific sizes, viewport calculations and anchoring seems to be the way to go but I would have no idea about how to do all that, I am still relatively new to Construct 2 and mobile development.

    Viewport calculations are not required if you don't plan to do custom position based aligning of sprites.

    Let me explain that, if you would use the LiteTween plugin to position a sprite from the middle to the upper-left corner.

    The way I would do something like that, would be like this:

    1. Set the following actions for the X and Y coordinates of the sprite (center sprite):

    ViewportLeft("Layer") + ViewportRight("Layer") / 2 | ViewportTop("Layer") + ViewportBottom("Layer") / 2

    2. Set LiteTween targets for the X and Y coordinates of the sprite:

    ViewportLeft("Layer") + 50 //50px from the left edge | ViewportTop("Layer") + 50 //50px from the top edge

    3. Start the LiteTween animation

    So generally the anchor plugin will satisfy all your needs and viewport calculations are for more advanced things.

    Ashley wrote THIS golden tutorial a while back, page 2 should be more interesting to you. The best way to learn responsive game design is to test out all the things by yourself. It's like learning to play the guitar, you could read books for months or even years on how to play it well but personal experience is still the best way to learn and master it.

    Important: If you use viewport calculations on devices which can actively resize the game canvas or change screensize modes, re-calculate all the positions!

    So instead of settings all viewport actions "On Start Of Layout", make a function and call them whenever you need them.

  • Yeah the same goes for group references in actions (e.g. set group 'xyz' active).

    I doubt that these are actual bugs, more kind of "missing" features I guess.

  • Bug report is available HERE, I guess this post can be closed.

  • Problem Description

    I'm a huge fan of the canvas recording feature and so far it was working like a charm.

    However recently when testing out the project in fullscreen mode, I've noticed a huge performance drop while recording.

    Recording with a window size of 1920x1080 in windowed mode works as intended but recording

    with exactly the same resolution in fullscreen mode is affecting the performance heavily.

    Attach a Capx

    Click HERE to enter the download dimension.

    Description of Capx

    Pretty self-explanatory.

    Steps to Reproduce Bug #1 (FPS Drop)

    • Run the project and start the recoding
    • Toggle between fullscreen and windowed mode
    • Notice FPS drop in fullscreen mode

    Steps to Reproduce Bug #2 (Crash On NW.js)

    • Run the project and start the recoding (using WebM VP9)
    • Maximize the window
    • Notice that the memory usage is steadily increasing
    • Crash when reaching limit

    Observed Result (Memory Usage Measurements [NW.js])

    Using WebM VP8:

    • Windowed Mode = ~120.000K
    • Fullscreen Mode = ~134.000K

    Using WebM VP9:

    • Windowed Mode = CRASHED! (It used more and more memory until it reached it's limit.)
    • Fullscreen Mode = ~455.000K

    Expected Result

    Recording should be fine using fullscreen mode and WebM VP9 should not crash.

    Affected Browsers

    • NW.js: YES (FPS Drop + Crash)
    • Firefox: YES (Javascript error when starting the VP9 recording, might help you out to find the bug.)

    Operating System and Service Pack

    Windows 7 with latest updates and up to date drivers.

    Construct 2 Version ID

    Newest release r234 Steam release. [Personal Edition]

    Additional maybe useful information:

    • NW.js version: v0.17.0
    • Checked C2 data with the Steam software data check system (0 Errors Found)
  • If you want to learn more about responsive game design using a safezone, I'd like to plug you THIS tutorial by Toby R.

    If you want to do things without a safezone and dependent on viewport calculations + anchoring.

    I've explained a mobile developer how that would work HERE, you could adapt that method to any of your projects.

  • Hardware.

    Fullscreen may be doubling, even tripling the memory usage.

    I did messure performance and memory usage in particular, here are the results (using NWjs):

    Using WebM VP8:

    Windowed Mode = ~120.000K

    Fullscreen Mode = ~134.000K

    Using WebM VP9:

    Windowed Mode = CRASHED! (It used more and more memory until it reached it's limit.)

    Fullscreen Mode = ~455.000K

    How to reproduce the crash:

    1. Open example project

    2. Set to letterbox scaling

    3. Run the project

    4. Maximize the window (my native screen resolution is 1920x1080)

    5. Notice that the memory usage is steadily increasing (task manager is running on my second screen)

    6. Crash when reaching limit

  • I would like to make sure that this is a bug, before posting it on the actual forum for bugs.

    I'm a big fan of the canvas recording feature and so far it was working like a charm in windowed mode.

    However recently when testing out the project in fullscreen mode, I've noticed a huge performance drop while recording.

    (You can test this using the example project and toggling fullscreen on and off.)

    Recoding with a window size of 1920x1080 in windowed mode works as intended but recording

    with exactly the same resolution in fullscreen mode is affecting the performance heavily.

    So is this a bug caused by the plugin or are the browsers at fault?

    (Tested & Confirmed: FF and Chrome both have the same issue.)

  • https://Itch.io is also amazing for testing (and releasing) HTML5 games.

    Just zip the files up and create a private concept page, you can even set a password and give your friends access to it. <img src="{SMILIES_PATH}/icon_e_smile.gif" alt=":)" title="Smile">

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  • Thanks to the years of video game console lock-in with certain titles like "Gears of War", and "Halo" This Microsoft customer is looking for a much better platform that is OPEN. (Cant make a windows version?!?!? Is windows not a Microsoft product?)

    ...

    Wow, finally someone that talks more open about things like these, I usually hesitate because

    I don't want to trigger certain people that cannot deal with criticism about one of their favorite products/technologies.

    It's facts like these that also let me think twice about any new thing that Microsoft comes up with.

    Although Ashley is right, at least they improve and try to do things better, which works out sometimes I guess.

  • Closing as duplicate of https://www.scirra.com/forum/sound-issue_t180275

    tl;dr - it's a Chrome bug which is already fixed.

    Alright, thanks for the info.

  • I think that this is a Chrome bug - I submitted (and just re-submitted) a bug report for it a few months ago. Please star the report if you experience the same bug in Chrome: here. In the interim there is a work-around - play a very quiet sound-at-position during a loader layout, where you won't notice any jank. The benefits of being reliant on browsers...

    Oh no, does that mean that we have to wait for them to fix it and wait for the NWjs team to update to the newest version too?

    I also thought about that workaround but I decided not to take any risk and run with "Equal Power" mode because you never know how other peoples PC's/Linux/OSX would react to this. What freezes for 3 seconds on my end might crash on theirs.

  • Problem Description

    Finding the cause for this glitch took me a while but I think that I've finally found it.

    My game is using positioned audio in the gameplay part and I've noticed that it takes up to 3 seconds to load in a layout.

    At first I thought it might be caused by the layout loading system but then I found out that positioned audio was at fault.

    Basically when the game is playing positioned audio for the first time, using the "HRTF" mode it comes to a complete hold.

    I'm sure that "HRTF" is at fault because "Equal Power" works as intended.

    Attach a Capx

    Click HERE to enter the download dimension.

    Description of Capx

    Holds an example scenario, pretty self-explanatory.

    Steps to Reproduce Bug

    • Select your preview browser and run the game in preview mode with preload sounds "ON"
    • Notice the glitch kicking in when the time runs out and the positioned audio starts playing
    • Notice that the game works as intended again

    Observed Result

    See *Affected Browsers* section for browser specific information.

    Expected Result

    Everything should be loaded in, without any glitch just like in the "Equal Power" mode.

    Affected Browsers

    • NW.js: Full stop of the game for about 3 seconds until everything works again.
    • Firefox: Positioned audio loads in with a delay of about 2 seconds.
    • Internet Explorer: Works as intended, no joke!
    • Chrome: Same as NWjs.
    • Edge: -Not tested yet-
    • Opera: -Not tested yet-
    • Safari: -Not tested yet-

    Operating System and Service Pack

    Windows 7 with latest updates and up to date drivers.

    Construct 2 Version ID

    Newest release r233 Steam release. [Personal Edition]

    Additional maybe useful information:

    • NW.js version: v0.14.0
    • Checked C2 data with the Steam software data check system (0 Errors Found)
  • dropbox.com/s/nwyvxrfb0mg4q8u/gamepadmap.PNG

    You set the string returned from each button manually yourself, it is not defined anywhere.

    I guess that is a valid workaround.

    Well, I think I will optimize it a little further and add it to my project.

    Thanks oosyrag

  • Do it manually. On button pressed, set a variable to the character you prefer.

    What does that mean, could you please provide me a screenshot or something?

    Use Gamepad.LastButton to check what was the last button pressed.

    "Gamepad.LastButton" returns a number and not the string of a button.