Nabu's Recent Forum Activity

  • Hi, here is an example. There are many ways to achieve something like. You can modify for it for your needs.

    An Array would be useful is you have many rooms and don't want to create an object for each room center. You can just set one at layout start and manually enter x,y coordinates of your room, or your can make some kind of level generation does it for you. But you still need objects for doors to test collision with to interact.

    https://www.dropbox.com/s/p9eqsau065x9csx/ScrollingOldZeldaLike.capx?dl=0

  • Hello,

    Good idea. So should have all rooms on one layout, with one object with Scroll To behavior at the center of the room the player is. When the player enters another room, you make that object move to the center of the new one. So you have to track the center position of each room, either by placing an marker object on it or store x,y coordinates in an array. To move the scrolling object, you may use the Bullet behavior and set the angle of motion based on the door taken by the player (0 degree for East, 180 for West, etc...), or MoveTo (a 3rd party plugin) or Path Finding behavior.

    Tell me if you want an example.

  • Thank you Prominent for your complete answer, I will try all of it.

    Another thing maybe : have you already made some bandwidth tests for a multiplayer project ? If so, what kind of project and what amount of data transfered ?

  • Wooo, it's nice ! I just found some effects like bullets and explosions to be... hard to explain. The sprites seem to have a resolution too big compared with other things like player ship, enemies, bosses and city decor that are more united.

    Some things :

    - Clouds could (could cloud colud coudl cuodl...) have a smaller palette with more contrast.

    - The explosions could have brighter color and more contrast, and additive effect with background.

    The game seems really cool to play, fast paced, with a dynamism that reminds old crazy shooters, like Thunderforce. Music is space funky, like you're a knight of the sky in the future sliding on the horizon. And your kids contribute ! And you have a new house !

    Well done !

  • Post a project or explain a bit more if you want some help.

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  • Hey, here's my dropbox link to it dropbox.com/s/0ipysubu1bwm6no/roguelike.zip

    Don't know if it's the last version because no link were moved from old to new forum appearently

  • Hello, few question about the Multiplayer plugin,

    1. Does the built-in plugin handle immediate reconnection to the host when kicked for no reason or disconnected for timed out ? I've read people had problem with reconnecting and made request for the plugin to reconnect himself from inside C2 code.
    2. How to recreate synced objects that have been destroyed after long timed out and synced them again properly ?
    3. And how to re sync objects between host and peer for a peer that manually (by C2 events) reconnects to host after being kicked or disconnected ? Do I have to recreate objects or does C2 respawn all synced declared objects when a peer connects ?
    4. My project is a real time RTS with 4 players max (1 host and 3 peers) with lots of objects synced and few peers. I did optimize and minimize the data transfered and synced objects. I tested outbound bandwith from host to peer with like a hundred synced objects and ponctual game events sent as messages and got at most 32kB per seconds for 1 peer (so 96kB/sec with game room full). It is suitable ? I tested it online and game is smooth but I encountered not so rare objects desync and disconnection.

    I hope it's clear enough :)

  • TheRealDannyyy, for me it's only Chrome version since 66, so NW.js since 0.30. Thank you for digging further and sorry for not being able to reproduce with a simple project. I tried many times to play lots of random sounds and check CPU usage but the problem only appears in my already big projects that worked fine before Chrome 66.

  • Thanks for the tips, as I experienced the same de-sync on peer objects and didn't find any information anywhere else. Is Construct 2 having less bug fixing that before C3 ? Just a question, no joke.

  • Hello,

    Any news about this ? I'm still stuck to NW.js 0.29 with Chrome 65 due to the audio memory leak. It's been three months now. Any tips on the problem or something that can be avoided ?

    Edit : I just found a specific workaround. I was playing lots of unnecessary sounds at layout start, like 200, from function calls during game set up. So I set the sound silent at first, call all functions and then toggle the sound not silent. Then the sounds played further during the game don't trigger the memory leak. It seems that playing too many sounds at once does trigger the memory leak, so it's wise to reduce the number of sounds played at once with the sound tag and a global variable.

    Edit : No way, the problem finally occur after several minutes of playing various audio...

    Ashley ?

  • Wo... well I don't know...

    You mean that an empty project have FPS drops under every browser, preview or export ?

    I think you should try the same project on another computer to compare. Performance issues usually starts when updating too many objects every tick and reflect no optimization or mis configuration. Or at last a system specific problem, look at the graphic drivers, the audio codecs, try a clean install, etc...

    You can post an example project if you want people to test it.

  • Hello,

    Several questions :

    - Do you experience this on every preview browsers ?

    - Did you test it under export, NW.js included ?

    - Have you got two graphic cards, dedicated and integrated one ? If so you should set the right one for each program in your graphic configuration.

    - Do you develop from a laptop computer ? If so, verify the power settings. Sometimes it switches to low power settings if plugged/unplugged and send less power to GPU and CPU.

    - Do you have a lot of iterations through objects (loops) that occur each tick in your C2 project event sheets ?

    - Did you look at the number of objects being created while debugging ? Maybe some objects are not destroyed.

    - Are you on Windows 7 and not using the Aero (graphic interface) ? Rare cases where it prevent from using graphic acceleration.

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Nabu

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