Ashley's Recent Forum Activity

  • The "Paster" object is not an official plugin so I cannot vouch for its correctness, rendering quality, respect for C2's settings, etc.

    If you can reproduce the problem using official features only then file a bug report and I'll take a look.

  • Colludium - can you put this info on the official bug report at https://code.google.com/p/chromium/issues/detail?id=422000? Your data on the latest chrome canary is probably useful to the Google engineers, and shows there's still an issue. (As with all bug reports remember to cover the exact Canary version and your basic system spec).

  • Colludium - how about Chrome Canary which ought to have the v-sync fix?

  • All Construct 2 games work offline. Even when publishing to the web, it uses HTML5 AppCache to store the entire game, so it can still be browsed to and played without an internet connection. This is especially useful on mobile if the user does 'add to home screen' with the game from the browser.

  • Chrome 40 just went stable. Does this improve v-sync for anyone affected by jank?

    Even if not then I think Google have a v-sync patch in for Chrome 41.

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  • If your system doesn't recognise 'node', then you need to install node.js or replace the 'node' part of the command with the full path to the node.js executable.

  • I think I closed this because it's a duplicate report, but I said elsewhere: unfortunately there's not much we can do about this. We don't write or have any control over the encoders, and the AAC encoder is actually the one built in to Windows, so it's a Windows feature that is hanging...

  • Unless you can measure a performance difference, it's irrelevant. See Optimisation: don't waste your time

  • Closing, there is nothing we can do about bug reports without a .capx and steps to reproduce. Try checking your graphics drivers are up to date too.

  • 1. I have a few thousand objects per layout - most of which are static. However, instead of creating 10 sprites for each individual object, I usually create 1 sprite and add 10 frames to a single animation and turn the speed to 0. Will this negate the effect of the Render Cells?

    The engine only ticks sprites with more than animation frame *and* a nonzero animation speed. So if the speed is 0 it will still be a static object. Note if you change the animation speed, it will start ticking it again.

    [quote:36llqibo]2. Some of my static objects have minor angle sine behaviors (nothing that would take it out of a cell, I wouldn't think). Will sprites with behaviors like that be problematic?

    Moving objects becomes more expensive on render cell layers, so for ideal performance they should go on a non-render-cell layer. However if there are only a very few objects it probably doesn't matter.

    [quote:36llqibo]3. By turning it on in my most "static object" layers, I still don't see any difference in CPU. Does that mean they were never really an issue to begin with? Or am I missing something?

    You should check on a low-end system or mobile device to see if there's any measurable difference. If there's no measurable difference, either you don't need to use it, or you have enough moving objects to negate the performance benefit.

  • Moved to 'Website issues' forum.

    Spam is a huge problem for any website and it can end up taking a great deal of manual work to clean up. I don't think you can appreciate how difficult it is until you've run your own site which gets targeted by spambots. You might not see much spam on the forum, but that doesn't mean we're not cleaning up a lot of it still. In the past it was so bad we had to take some extreme measures, and blocking links removes 90% of the incentive for anyone to spam the forum. It has been very effective in reducing the amount of manual work necessary to clean up the spam.

    For legit uses you can still post a link, just remove the http:// and parts and people can copy-paste it in to the address bar.

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Ashley

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