jobel's Recent Forum Activity

  • okay thanks!

  • right, you could nest it.. I was just wondering if there is a way to do it on the same level... I guess not?

  • is it possible to mix ORs with ANDs in C2?

    i.e.

    If Keyboard Spacebar OR Gamepad button 0 pressed AND GunReady is True

       Then Spawn Projectile

    Else

       Countdown Reload etc..

    I'm basically trying to add controller support..

  • no my card is running webgl fine. the main problem I am seeing is when I preview in C2 using Chrome i get a higher fps than if I export it to Dropbox and play it via the shared link. Not sure why this is...

    Any clue?

  • yes it does.. in the browser it runs faster if I make the window smaller..

    and I just made this a node-webkit and it's only running at 24fps. it's probably my video card...

  • last night I was getting only 30 fps, and this morning I am getting 45 fps.. still it's jumpy, which is why I put the ship in there...

    the fact that it changed does that mean it's a browser or internet issue?

  • I'm doing game dev on an older computer, but when I run this test I only get 30fps.

    all it is, is a space background 1920x1080 exported as JPG %75 (in the image format dialog box) so the size ends up only being 277KB (from 3MB). But something about the size is slowing down my framerate. I read in the doc that large files only effect download speed not runtime performance... so I'm confused.

    export

    In my full game that I am working on, I have 100+ events, collision detection etc.. and it runs at 60fps.. but when I add the nice space background it runs awful (in preview mode anyhow and dropbox). I ran a test exporting it using Node-Webkit and it seemed to run fine at 60 fps.

    I'm just trying to determine if it's my older computer, or if there is a limitation here, or it's an a browser issue. My computer is from 2006: dual core pentium 3.2Ghz, 4GB RAM running XP. The video card is very basic: ATI Radeon x500 256MB

  • Loki2020

    nano second or 2 making it look jumpy.

    not a nano second.. a millisecond!

    I have an older computer, but when I run this I only get 30fps.

    capx

    When my full game that I am working on has 100+ events, collision detection etc.. and runs at 60fps.. but when I add the nice space background it runs awful (in preview mode anyhow).

  • Loki2020

    I know this is an older post, but just wondering what resolution are you using for your game? and is there action going on,on top of these background images?

    I'm trying to do 1920x1080 backgrounds for a space action shooter. And when my backgrounds are png or jpg, it slows the framerate considerably.. I get about 46fps and it's visible in the action. All sprite movement seems to pause for a nano second or 2 making it look jumpy.

    when I export the game to run on Mac OSX or Windows it's fine and there's no framerate issue. But my tests are all in dropbox, so maybe that could be the issue? But I wasn't having this problem until I upped the resolution (from 1280x720) and added new background images.

    any suggestions would be helpful!

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  • Colludium

    actually I just updated to 151 and looked at it. (I'll rollback to 146 later)

    Thanks! that's pretty much what I was talking about. Although I'd slow it down a bit. I'm making a semi continuous beam (I'll build in an overheat) and then when released I will decrease the width. So it looks like a continuous beam was cut off, not just stopped.

    I like the LaserBolt2 sprite.. did you make it? it's perfect.

  • I'm not using the beta release, I'm on r146.. does C2 let you save the project as an earlier version? I'd love to see it.

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jobel

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