Aurel's Recent Forum Activity

  • REDGEAR Nice! I really like the character on the first screen with 100% black eyes. The white part only appears in his eyes if he's in bright areas?

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  • Minimal capx are very effective to find bugs, but sadly they do not show the problem at its maximum for jerkyness, input lag or missed cols problems.

    I know a full game(*) is absolutely useless for debug purpose, but sometimes I wish the Chrome team could see what it looks like on a full game project. The more things on screen, the more you can see the problems. For example, when I was using a previous Chrome version, my game wasn't just flawed, but really unplayable. And the same goes for Airscape. The minimum capx looked pretty ok in comparaison.

    Anyway, I'm still in absolute love with C2, but the situation is so frustrating!

    you can craft awesome games with C2, but if the framerate reaches 50 fps, your game will look like crap for sure.

    The only solution for a few months is to make less impressive effects and hope for weak hardwares to run the game at a rock solid 60fps.

    And forget about livestream / youtubers to like your game. And people watching them to decide if they'll buy it or not.

    This time we can't use the "hey, let's bug Ashley with this! I'm sure he'll fix this in a week" magic card, we all know you can't do nothing for these issues.

    I deeply hope this situation won't last for more weeks or months, I couldn't imagine to make another professional game this way.

    (*) full game = more lively than sbperftest, which is alreeady great and has many sprites and particles, but no fullscreen scrolling backgrounds with parrallax layers or transparent elements for example. While screens become bigger and bigger (some are already getting 4k laptops for christmas), the GPU related problems will only be more important to handle.

  • Aphrodite No input lag in Firefox indeed.

  • Can't agree more, it's sure for months now, C2 is fantastic but "rich" C2 games have to be 60fps or nothing. As soon as frameskip happen, everything goes bad (jerkyness, inputs, col checks) like no other engines. I'm absolutely not pointing C2 for that, just the browsers / wrappers.

    tbh, I just sent a new press preview build, and I'm very, very frightened because of the live streams. The game runs fine on most computers now, even on weak ones, but I already know it will look ugly on the framerate side because of the ressources needed for the capture / streams : /

  • sqiddster

    I've been sticking with nodewebkit 10.5 for a while now, so I decided to have a look at how Chrome is evolving. (spoiler: I feel like I'll stick with nw export 10.5 forever)

    Just tested your demo on my most powerful laptop.

    Windows 7, Nvidia 680M, all drivers/windows components up to date.

    Canary: Version 40.0.2193.0 > horrible input lag.

    Canary: Version 41.0.2256.0 > 30fps visually feels like 10fps as usual, but inputs are ok.

    Chrome Version 38.0.2125.122 > 30fps visually feels like 10fps as usual, but inputs are ok.

    Chrome Version 39.0.2171.95 m > horrible input lag.

    i don't know if it helps, but just so you know, you're not crazy : )

  • When creatad, road blocks auto-generate simple collision shapes on each sides (mostly bars, a few polygon shapes for turns) in Penelope.

    As I'm not a C2 veteran, I wouldn't advise anything but to make LARGE collision objects because collisions are easily missed if your game is fast and if too much frameskip happens.

  • A few people are ready to sign the app for me, which is very, very nice from them. But, I will have to do this for every single update, I just can't bug someone each time.

    I just tried Macincloud.com, it looks good enough. It comes with many softwares preinstalled, but you have to ask to the support if you need addtional software (like a specific Python version, in my case).

    I'll try to borrow an actual mac from a friend for a few weeks, and if I can't, Macincloud will do the trick : )

  • I pass on the hackintosh, too many time to spend in order to get something reliable enough.

    But cloud services, I'm discovering this, and it sounds more than enough to sign a build! Let's fire the free one day trial and see how it runs.

    Thanks a lot szymek ! : )

  • Hi everyone, thanks for taking the time to read this pretty specific thread.

    So, it seems you need an actual Mac to upload a C2 Mac build on Steam, because of some permissions problems on the .app.

    Which is frustrating since the sales from this build will hardly cover the cost for a Mac.

    People already having your game on Steam, have you found a workaround, or have you really purchased a Mac for this task?

    I can test the game on different Mac from time to time, to be sure everything is ok, but I can't be sure to have access to one each time I need to update the game on Steam.

    Your experience/advices/tricks would be very helpful : )

  • Thanks a lot for this CAPX Katala, it will be very useful for Steam cloud saving feature : )

  • Thanks for the reminder, ASHLEY. I'll get rid of this with the next working nw version.

    The only parameter I'd like to keep is "--ignore-gpu-blacklist" for the final release, does that sound ok to you, or should we get rid of this also for the same reasons?

  • That shouldn't be necessary, the .bat is working pretty well. You can configure your app in Steamworks so it launches any file first.

    I switched from the .exe to the .bat and it runs fine : )

    Hopefully this will improve the perfs on the few computers which had troubles to use the GPU correctly.

    (oh, and sorry for the thread hijack, I just realised it was focused on Ironhide at start)

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Aurel

Member since 4 Oct, 2013

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