tunepunk's Recent Forum Activity

  • Ashely Thanks for the reply.

    Usually you get a warning if the object is not in layout right?

    I do have a layout called "hidden" where I place some objects that is used across several layouts. I use that hidden layout so I wouldn't get the warning about no instances. Could it be that hidden layout causing it?

    I never play on this hidden layout, it just holds object that are not available or layoutstart for the map.

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  • Even setting the animation in a trigger produces the jank. The odd thing is that it starts after a little while.

    Just moving around the character. A few seconds it's perfect no janks. Then after a little bit A massive jank and then regular janks ever 1.5 seconds or so.

    It really bothers me as the game otherwize runs very smootly, even on lower end phones but the janks, I can't find a reason for.

    With set animation as trigger instead.

    Ashley Any insigt on this?

  • NetOne turning off animations completely seems to work. I was able to narrow it down to being the action set animation play from beginning that was doing it. BUT the problem is why. I can not, not use that action.

    Maybe I'm using it incorrectly? Does it have to be used in a trigger?

    Anyway it seems like every time the animation starts over or loops the jank appears.

  • Ashley

    It's been boggling my mind a bit why i was getting janks on almost every device and browser and used the firefox dev tools to see if I could find any reason. Every other second i get a massive fps drop from about constant 60fps to 4-8fps.

    I don't really know what to make of this but there is something causing massive jank and I doub't it's V-sync related. It seems to happen very regularly, pretty much every time the 15 frame walk animation repeats, or when other animations run.

    Here are links to a few more screenshots:

    https://www.dropbox.com/s/zaos0s7mwu3as ... 3.JPG?dl=0

    https://www.dropbox.com/s/zrnqn94mbamlm ... 5.JPG?dl=0

    Do you have any idea what can be causing this and how to reduce it? It happens on almost every device i test on (that is not super powerful)

    It seems to be related to animations and animationframes. Maybe a bug that should be reported?

  • NetOne Did you get fall creators update? Lot of people complaining about edge after fall creators update. So i doubt it's a C3 issue.

    I'm using SP i5 8g 256 but has not upgraded to FCU yet so if you want i can try performance test to see if i have the same jank in edge.

    I have not not noticed any significant jank when previewing my exported projects in edge.

  • dop2000 updated the file for you. Setting a random xy instead.

    https://www.dropbox.com/s/90j1nht9ntmu2 ... e.c3p?dl=0

  • Sorry if I'm a bit late to the party. I did something similar for my own project so sharing my solution as well, in case anyone finds it useful.

    https://www.dropbox.com/s/90j1nht9ntmu2 ... e.c3p?dl=0

  • Hey KeeghanM, cool. Thank's for the reply.

    I guess it would have to be in an object something similar to the Paster plugin. I think that's the best approach as you can restrict the area and have fluid simulations in a restricted "container" (the size of the object), both for performace and if you don't want to use the effect everywhere. Maybe it could also be as an effect you can apply to a sprite, or to a layer, not sure if that would be any good but maybe also an option.

    But from there, there needs to be controllable points for the "emitters" something that can be set with an expression.

    For instance, you probably want to set the position to something, like a rocket backburner, or any other XY position. And a couple of actions to Set the angle of the spray, color, etc.

    Of course it also needs some variables like the github link i referenced. Vorticity, color, speed, spray on/off etc. For a first test it does not have to be very advanced, just to see if it can be done, because it's a really nice cool looking effect.

    After that we could check more features later like the youtube link. Object Blockers etc. But for a first test simple will do fine. But plan is to make it very similar to the unity plugin in the youtube link.

    Cheers, let me know what you think would be the best approach.

  • Hey guys.

    Looking for someone to help me make a C3 plugin for fluid simulation. I'm looking for something like this.

    One example is things like this. (2d fluid simulation)

    https://youtu.be/kw8FEyUbq9Q

    https://paveldogreat.github.io/WebGL-Fluid-Simulation/

    Code and references can be found here, but I'm not very familiar with creating plugins and effects so need a little help to get it running.

    https://github.com/PavelDoGreat/WebGL-Fluid-Simulation

    I'm planning on selling the plugin/effect on the scirra store when it's done, so you can choose weather you want to get payed for your work or get revshare.

    I have more things in mind later, so if you wish to team up to create more great high quality plugins for. Let me know.

    Cheers!

  • I always save to dropbox even if it's a bit slower to save. As it has built in revision history. You can always recover deleted files and old revisions if you save over a file.

    The save to local storage is a pretty dangerous feature. I lost some test projects that I saved that way after clearing browser cache. Luckily nothing important.

  • Ahhh I see what you mean. I was having a hard time getting the loop to continue after hitting the first object, my raycaster worked a bit different.

    I managed to update your example to something more along the lines what I was thinking. Although I have to update that raycaster to use increments to be a bit more lightweight, and add one for each direction of the character, but it would look something like this.

    https://www.dropbox.com/s/wmdyqdiat4lcg ... l.c3p?dl=1

    But this could definitely work I think.

    Adding physics to a character he could use this method to navigate a would with holes. masked with sprites.

  • dop2000

    Yes I know how to make a raycaster with events. This is not the big issue.

    I'm not sure the masking sprite would work. Yes you can mask out Graphics with sprites using blend modes, but the raycaster would need to check the collision polygon to know where to stop. You can't tell the ray to stop at if a certain pixel that has an Alpha higher than 0.

    If a ray stretching from the player towards a wall with a hole, how does the ray know which area that is the hole, and not stop there, and continue to look for a wall?

    I think you would need to check the alpha of an X, Y position on a layer, in order to get a very accurate stopping point for the raycaster.

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