corlenbelspar's Recent Forum Activity

  • I may have figured it out, but take that with a grain of salt due to the random nature of this issue. I have something akin to 4,000 objects in some layouts that were using webGL effects and apparently the effects were all active even when not being used. I imagine this overloaded my video cards, if this is indeed the problem.

  • As I reported once before, NWjs caused my video card on an old computer to crash seemingly at random when launching with my game. Now it doesn't crash on my brand new PC, but still, seemingly at random, has the webGL effects become unable to be displayed until I, once again, restart my computer.

  • Is there some magic setting in this I need to change any of this to? I don't want any sounds to be directional.

    https://drive.google.com/open?id=1w3kZnnO_unlNUgta6b60KH3I8jl7DiGS

  • Yeah. An actual example of something that happened was I have a fake Z coordinate for air height on my objects. I had a tower of objects relying on air height to work right. It was fine and then I updated. Instead of it placing them above each other, they got shifted in Y coordinate and the air height variable wasn't even working. I had to perform some minor tweaks, but it's frustrating figuring it out when you didn't even do anything wrong.

  • Every time I update to the next "stable" version of Construct 2 I have capx files that worked perfectly fine in the previous version but won't run properly in the updated version. Most of my projects will run but with lots of minor bugs that didn't exist previously, some won't run at all, returning errors stating things like the cpx file is missing.

    When I didn't have as many projects, and when my projects were simpler, it was easy enough to debug or rebuild, but it's starting to get seriously annoying. Is anyone else having this problem, is it something I'm doing wrong?

    I have the same issue. The timing of everything gets whack where I have to readjust everything. Or, for example, variables don't work the same as they used to. It's so pervasive I can't really list in great detail how everything messes up. I'm just not going to update from now on since C2 is basically finalized anyway, unless some extraordinary new function gets added or a critical bug fix. Thank god someone else noticed. I was starting to think I was causing it to happen and was about to rip my hair out from frustration.

  • Is there a certain limit to the number of sounds playing at once? I have a brand new computer with 16 processors, 16GB of RAM, etc. and I still get audio stuttering bad in my game when a lot of sounds are playing at once.

    EDIT: It seems only positioned audio has this problem.

  • I found a resource hacker that lets you use it through command prompt, so I made a batch file that I run that, among other things only I can really use, it changes the NW.jr explorer icon.

    First you need to download the aptly-named Resource Hacker.

    http://www.angusj.com/resourcehacker/

    From then on, all you need to do is make a batch file and put this line of code in it with whatever else you want. In my case, I merge the package.nw and NW.js EXE into one, rename it, etc. Be sure to put it in the directory with your project.

    START C:/Reshack/ResourceHacker.exe -open INSERTPATHTONWJS/nw.exe -save INSERTNAMEOFNEWNWJS.exe -action addoverwrite -res INSERTPATHTOICONFILE/INSERTICONFILENAME.ico -mask ICONGROUP,IDR_MAINFRAME,

    And that's about it. Try to keep the files all on the same drive because otherwise this probably won't work and will be 10x harder to pull off correctly. I put in italics what needs to be altered for your PC.

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  • I tried replicating it in a bare-bones CAPX, but it won't do it now for some reason.

  • I finally figured it out. It was I was trying to call a value from a spot on an array that didn't exist.

  • I keep getting this error seemingly at random and can't figure out for the life of me how to isolate it to make a bug report, so I was hoping someone could shed some light on the nature of the error.

    https://drive.google.com/file/d/1TdTAz8zHqaRyJuvcVss6nfQU15SSjWSP/view?usp=sharing

  • I want to have tiles in the tilemap play ambient sounds, such as running water, and I was wondering what the best way was to do this because having a sound play on every tile gets really CPU intensive fast, plus it messes up the audio and other unpleasantries.

  • I basically just have an event at the very end of my events that moves the object to it's Y position - air height, then at the very start of the code it's told to do the opposite so its collision detection and everything is still at base air height, but the sprite is drawn at its air height to pull off fake 3D. I just was thinking it might be more efficient to do this another way because I need to optimize my game some more, but I guess 0.7% CPU usage on each of those events alone isn't enough to even care about. That's a lot less than I thought it was.

    By the by, is this 64 collisions per tick when nothing is happening good for having 2,273 objects in a layout? Most are static obstacle objects.

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corlenbelspar

Member since 14 Aug, 2013

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