corlenbelspar's Recent Forum Activity

  • I followed the directions in the signalling server's instruction but when I try to put "node sigserv.js" in putty to run my server it just replies that the command node was not found. Do I have to somehow install the node.js dependencies on my server? If this is the case, how do I do that?

  • I'll try zooming in and out next time it happens because it seems to like to make all my trees go invisible on other layouts when it happens and they don't even have any webGL effects on them.

  • I have this happen too to a bunch of stuff using the tint effect and even stuff that has no webGL effects at all, but only when a webGL effect is being used on something. Ashley said it's a webGL problem my computer is causing but I don't know if that's the case because it happened for my friend too and he has a totally different computer set up so I find it hard to believe all of us have the exact same problem happening with totally different computers.

    The way I get it to stop is I go to my HUD layout and show all the layers which have a bunch of stuff on them all and then it usually fixes itself when I scroll the screen.

  • I haven't measured CPU usage yet in great detail but my framerate is the same with and without. About 48FPS with the 10,000 static obstacles after I did away with the deprecated behaviors I was using early on and forgot to get rid of until now. My computer is fairly powerful, especially for its time, but its "Achilles' heel" is the video card, being a 5 year old mid ranged at the time piece of hardware which I thought maybe that was the reason I can't handle as much as some other people probably could running the same C2 games. My webGL works just fine, the renderer value in my C2 game says webGL and I tried a webGL test you posted a while back on the forums and nothing was blacklisted.

    What surprised me a little was how expensive solid behavior really is. So I did a solid type of behavior code from scratch and it works even better.

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  • I was just running a test on it to see how it works for now before I try to actually use render cells. I also spawned the 10k objects on the same space far away from the viewport and it had no visible impact when I used render cells also.

    At any rate I had a bunch of garbage behaviors on all my obstacles, getting rid of those brought my framerate up to like 48fps with those 10k obstacles off screen but render cells still doesn't change the CPU usage in that.

    I'm basically just also trying to see what a feasible stage size is for my game.

  • I spawned 10,000 objects at the start of the layout way far away from the viewport on a static layer, each about 2000 pixels apart from each other and also on the same position. I tried everything Ashley suggested, even making them only have one animation and one frame (my obstacles that are static have multiple sprites stored in them in the same animation but are set to speed 0) and there is no difference in framerate whatsoever. Does testing them for collisions or anything at all negate the render cells performance?

  • Mine is just doing it when the game tries to sync online the game between Chrome and Node Webkit and they are literally drawn on the wrong layer.

  • Like the subject says, if it's possible it'd be nice to have a replace variable with another variable option like we have replace object with another object as a function.

  • The approach I mentioned is actually the way my friend does it and he programs in C++ and used to work for Activision. He was kind enough to explain it to me when I was asking him about control schemes. The best part of it is you can even test for the amount of time a button was pressed but you might want to switch to DT instead of adding 1 to it constantly so you avoid framerate dependence.

  • I could've swore I read somewhere from Ashley that preload functions as loading the sound/music into the RAM at the moment of preload when you use it on Node-Webkit as opposed to also downloading it on other mediums. So it gets rid of any potential delay when you play it if you've preloaded it.

  • There any way I can fill out a private report and send it to you because our engine is pretty much done and I don't know what's specifically causing the error so I'm gonna have to send you the CAPX somewhat completely.

  • Assertion failure: Drawing instance on wrong layer

    Stack trace:

    Error

    I get this error message on Node Webkit when trying to use multiplayer to sync the weapons in my game. What does it mean? It is right in one way though, everything is being drawn on the wrong layer in the peer instance of the game compared to the host instance.

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corlenbelspar

Member since 14 Aug, 2013

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