Jase00's Recent Forum Activity

  • Hey there,

    So I just read through the new blog entry here: https://www.scirra.com/blog/141/common- ... nd-gotchas

    It was very informative and taught me a few things (Especially that "abs(Sprite.X - 100) < 0.01" formula), but after reading the stuff about project files (Using project files for long amounts of string data is a good way to speed things up), it made me wonder what else could speed up loading/saving/previewing times.

    I generally find that when I save my current project, it takes 10 seconds, (then saves a backup which takes another 10 I think). When it autosaves, it takes a lot longer than this, about 30 seconds altogether. When I preview, it can take up to about 20 seconds to load.

    I feel it's dumb to say all this considering 20 seconds sounds very low and I should just be patient, but I've been dealing with this for a long time and when I work on emptier projects and have near-instant load times, it's making me realise how much time I'm spending sitting there waiting for a loading bar just to see 1 little difference I made (I preview quite frequently)

    My project has 4000 events, and according to the info in c2, it uses 36mb of memory, and is 14mb download. I don't have any music in the game and there's quite a lot of images and a few sounds, and I preview locally on the same computer via Chrome (and sometimes Node-Webkit). My computers specs aren't bad, quad core with 6gb ram, so I'm pretty sure it's not my computer, just something I'm doing wrong in C2. <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    So considering that using project files for strings of data is a good way to speed up things (I have a few hard-coded events for SpriteFonts to space the letters out but I think that's pretty mild and don't really use long strings of data), I was wondering what else could be done too?

    Thanks!

  • I like it! If you continue to make this I'll definitely check it out each time!

  • Yeah I experience weird behaviour with the image editor. No crashes, just confusing behaviour involving frames/animations appearing to be selected but it's actually editing a different frame/animation (usually the first frame/first animation in the list).

  • I'm in no way a Linux expert, and I'm not thinking "OMGOMGOGM WE MUST HAVE LINUX SUPPORT NOW!", but to be honest, if there was Linux support (NOT necessarily native Linux support, but advice on how to get it running most efficiently/stable under Wine or something), then I'd be a lot more driven to move on to Ubuntu. I've used Ubuntu before and it's really nice, just feels like a lot to get used to and learn, and I can't work with C2 under it because Wine would crash when I view the layout editor, C2 is a primary application that I use daily.

    Plus there's tonnes of hype going towards Linux thanks to Valve, and I have seen a lot of posts asking about Construct 2 in Linux, which suggests it'd be cool to have at least a method to run C2 under Linux.

    Those lighting effects are pretty sweet, decided to check it out and found about 5 nitpicky things about their Scene editor (as well as seeing

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    , made me think I could instantly preview directly from the scene, but I couldn't; only from web browser. Maybe I'm missing something?) and then I shied away from exploring it any more :/

  • DirectX in Linux?

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  • I think you can still use Webstorage, Memory Management is related to technical stuff that affects performance, webstorage should work

  • retrodude

    Your video is AWESOME! That's such a cool and creative customization system. Nice job!

  • Hey there!

    So I was curious as to what the best way to colour sprites would be via WebGL effects. My current method is to make the base sprite red, then about AdjustHSL to change its colour. I'm aware it is intensive converting rgb to hsl, as well as having a bug with certain colours (posted bug report but there's no fix). What other ways could be done?

    I think the only other way I know of to colour sprites is using the tint effect (I'm guessing you start with a white/grey sprite which the tint colours it?). I'm not sure which is the best way.

  • Ah I see, no problem! Thanks for checking it out. :p

  • In your Projects settings, next to "Fullscreen Scaling", you probably have it set to "High Quality", try setting it to Low Quality. When you try going into fullscreen, things will seem a bit more stretched but will keep the same FPS as when it was windowed

  • Hey Ashley, I'm aware that the AdjustHSL effect is notorious for bugs and stuff, so sorry to 'bug' you about this (ahahahaha)

    Problem Description

    A range of colours get converted incorrectly when setting the "Hue" value around 70-100, and then previewing. (In the layout however, it looks correct, only when the game is run it looks incorrect.) Here's a screenshot of the Layout Editor and the undesired result:

    Attach a Capx

    https://dl.dropboxusercontent.com/u/776 ... litch.capx

    Description of Capx

    There is 3 gradient Sprites which goes from black to red. 1st Sprite has 0 hue, 2nd has 50 hue, and 3rd has 80 hue.

    All of them look correct in the Layout editor, but when you hit preview (Node,Chrome, and firefox), the 3rd bar will have blue lines scattered through them.

    Steps to Reproduce Bug

    • Open Capx and notice the nice looking gradient bars
    • Run via Preview, notice the weird looking 3rd bar

    Observed Result

    Some colour gets turned blue when using AdjustHSL

    Expected Result

    What I see in the Layout editor <img src="{SMILIES_PATH}/icon_razz.gif" alt=":P" title="Razz">

    Affected Browsers

    • Chrome: YES
    • FireFox: YES

    Operating System and Service Pack

    Tested on two different computers, same results.

    Windows 7 64-bit

    Construct 2 Version ID

    r164.2

Jase00's avatar

Jase00

Member since 5 Jan, 2012

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