Jase00's Recent Forum Activity

  • You really are a wacky toaster.

    Props to you for experimenting and confidence to accept a job offer with no experience like that.

    Construct offers the timeline stuff and Construct is heavily used as a replacement for Flash games online, and Flash was always known for its timeline animation stuff. It does have parallels to flash that would make you think there might be a "render as" option some day.

    But, as you know, its a game dev software first. Hopefully you get the results you need.

    If you need further help, I could attempt to help with a 4k screen, and I could try shadowplay or OBS to record. I've not had great luck with recording C3 stuff in the past though, but I need to figure it out anyway for the inevitable day I need to create a trailer!

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  • Very quick post: If you open C3, add video plugin, then preview - The preview will not load.

    I'll post a more thorough bug report if "New Project > Add Video Plugin > Preview" is not causing the issue for others.

    My main project has Video objects (thanks for the Playback Rate addition!) so I cannot use the latest beta for now. Not a major worry, just was interested to try out the new features!

    Platform information

    Browser: Chrome

    Browser version: 99.0.4844.51

    Browser engine: Chromium

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 12

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/99.0.4844.51 Safari/537.36

    C3 release: r286 (beta)

    Language setting: en-US

    Local storage

    Storage quota (approx): 279 gb

    Storage usage (approx): 158 mb (0.1%)

    Persistant storage: No

    Browser support notes

    This list contains missing features that are not required, but could improve performance or user experience if supported.

    Nothing is missing. Everything is OK!

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 2060 Direct3D11 vs_5_0 ps_5_0, D3D11-30.0.14.9729)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions:

    EXT_color_buffer_float

    EXT_color_buffer_half_float

    EXT_disjoint_timer_query_webgl2

    EXT_float_blend

    EXT_texture_compression_bptc

    EXT_texture_compression_rgtc

    EXT_texture_filter_anisotropic

    EXT_texture_norm16

    KHR_parallel_shader_compile

    OES_texture_float_linear

    WEBGL_compressed_texture_s3tc

    WEBGL_compressed_texture_s3tc_srgb

    WEBGL_debug_renderer_info

    WEBGL_debug_shaders

    WEBGL_lose_context

    WEBGL_multi_draw

    OVR_multiview2

    Audio information

    System sample rate: 48000 Hz

    Output channels: 2

    Output interpretation: speakers

    Supported decode formats:

    WebM Opus (audio/webm; codecs=opus)

    Ogg Opus (audio/ogg; codecs=opus)

    WebM Vorbis (audio/webm; codecs=vorbis)

    Ogg Vorbis (audio/ogg; codecs=vorbis)

    MPEG-4 AAC (audio/mp4; codecs=mp4a.40.5)

    MP3 (audio/mpeg)

    FLAC (audio/flac)

    PCM WAV (audio/wav; codecs=1)

    Supported encode formats:

    WebM Opus (audio/webm; codecs=opus)

    Video information

    Supported decode formats:

    WebM AV1 (video/webm; codecs=av01.0.00M.08)

    MP4 AV1 (video/mp4; codecs=av01.0.00M.08)

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

    Ogg Theora (video/ogg; codecs=theora)

    H.264 (video/mp4; codecs=avc1.42E01E)

    Supported encode formats:

    WebM VP9 (video/webm; codecs=vp9)

    WebM VP8 (video/webm; codecs=vp8)

  • Wow this is a great sounding solution that has been needed for a long time, thanks for all the work put in to this!

  • Try changing your app version to 1.0.2

    The error seems to indicate that you cannot have more than 3 digits in your version number.

  • I guess this thread is about rhythm games now lol.

    DigimonFuzion10 Are you new to making games? I think there are bigger challenges ahead beyond the initial "creating arrows with tails". For example, if you have a 4 minute song, then you probably don't want to have your entire chart loaded at once, because you might have 1000+ arrow and tail objects existing at once, all moving, all being checked for keypresses. This might make your fps drop below 60fps on lower end computers.

    I'd recommend using an "array" to store all your arrow data, but arrays might be a challenging thing to learn about if you're new to making games, but I highly recommend learning about them - you could read the Construct documentation about arrays here. Arrays can store data and are good for lists of objects (a rhythm game is basically a list of arrow timecodes, how long the tails are, what arrow key it is. An Array can store all of this information). You could then use the array to detect when to spawn arrows in, so that you only have about 5 arrows existing at any given time. This means you have much more room for performance, like having FNF characters in the background and more effects and stuff.

    I suppose you're only having a bit of fun though, as you are making a FNF fangame - But if you find that you LOVE making games and you want to improve your rhythm game in the future, then consider learning about arrays!

  • You do have to preview again, then click "Reload All".

    I agree with an option to combine "Reload All" into the preview button - I often click Preview, go back to my NWJS window, and don't realise that I haven't clicked "Reload All", even after months of doing this!

    There's this page that has shortcuts, apparently SHIFT+F4 or SHIFT+F5 will do it.

    I'd love to change this into a 1-key shortcut, but hey maybe AutoHotkey could help there.

  • I use remote preview to test in NWJS every time I use C3, reload all works as expected every time for me.

  • If its supported on all browsers and has some benefits, then I find that Scirra are usually interested in things like this, so maybe!

  • I recently had a possible bug when using OR with a few "System > Compare Variable" conditions within the event. I debugged my project for a while, trying to understand why something didn't work, and I remember thinking "maybe it's this OR event" and I split the event up so that it was no longer an OR block, and it fixed the issue. I moved on and forgot about it until I read this post.

    Might be related, not sure, could have been my own mistake!

  • There's a handy way to find out! Right click the variable and click "Find all references" and it will give you a list of all events that the variable is used within.

  • Ayy,

    So I'm currently making a rhythm game, and I'm noticing an issue with smoothness of my game when VSync is turned on.

    Imagine DDR or StepMania with the arrows moving towards the top of the screen - I set the Y position of the arrows according to the "Audio.PlaybackTime" so that they line up perfectly every time at the top of the screen for the player to hit the key successfully. Syncing to Audio.Playbacktime also allows you to adjust the "Playback Rate" of the Audio and the arrows sync up perfectly, which is great for replayability and added challenge!

    I also have 1 Video object as the background. It's literally just playing a video, not synced up to the music or anything, no other events occuring to this.

    When I play with "VSync On", I get 60FPS, 7% CPU usage, nothing bad, but visually, the arrows movement, and video playback, are both very jittery.

    When I play with "Unlimited (Ticks Only)", I get 1000+FPS, and the smoothness of the arrows and video is PERFECT, like exactly what you would expect - The video is not jittery, the arrows are buttery smooth. The only problem is, as "Ticks Only" is for benchmarking and there is no "Max FPS" cap, it is shooting my CPU usage to 99% and my laptop fans start screaming.

    I have tested both "VSync On" and "Ticks Only" on several monitors (60hz, 144hz, 240hz) and the jittery issue is always there with VSync, and it is non-existant with "Ticks Only".

    I have some questions:

    1) Is the jitteryness likely a bug, or is this just the nature of VSync in HTML5?

    2) Could we possibly have a "Max FPS" variable for projects, that can be changed during runtime? This could be an easy workaround for this case, and I understand other engines have this type of setting (e.g. Valve's Source Engine has "cl_maxfps" which is usually defaulted to 300. Also, I understand that GDevelop has a "Max FPS" value in the project settings).

    3) Could VSync be toggleable during Runtime via events - so that anyone making desktop games with C3 can add the standard "VSync" option in the options of their game, much like most games have? I worry that once I release my game, that people may feel input lag with a 60hz monitor if VSync is forced to be on. Most people using a 60hz monitor playing a shooter, precision platformer, rhythm game, etc., would tend to turn off VSync.

    As of now, I can't seem to reproduce the jitteryness easily for a bug report, I don't quite know why, maybe it's the nature of a rhythm game creating new objects (arrows) quite frequently or something, but I'm still trying to figure out a way to demonstrate this in a minimal project without needing to share my project (as I wish to keep the files private). I will try to capture footage of my project with a phone camera or something in the mean time, although I understand this still isn't 100% helpful compared to a bug report.

    Much appreciated for your time!!

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Jase00

Member since 5 Jan, 2012

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