Airscape: The Fall of Gravity - OUT NOW!

Show us your completed creations made in Construct 2

Post » Sat Jan 03, 2015 12:28 am

@aphrodite yeah, that might work. @megatronx if you don't mind, let me know what that shows up, if anything.
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Post » Sat Jan 03, 2015 12:48 am

@sqiddster There you go. Have no clue if it is or isn't blacklisted. On the bottom it says everything is ok.

https://drive.google.com/file/d/0B0jUjW ... sp=sharing
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Post » Sat Jan 03, 2015 1:18 am

@sqiddster

Out of interest, did you do the nw 0.10.5 rollback, or are you using the newest node-webkit, 0.11.1?
Don't lose your work. Backup your game with Dropbox.
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Post » Sat Jan 03, 2015 2:24 am

Also curious. I tried the steam demo earlier today and got some REALLY bad jank, sometimes over 2 seconds. I don't remember any NW version being that bad o.o;

(Loved that whole intro btw. Very cute)
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Post » Sat Jan 03, 2015 4:55 am

This demo was exported way before the 'new' chrome jank issues. Actually, I haven't noticed any difference at all, it's always been janky for me! As @Tokinsom can attest, the jank is really bad.

Just to confirm, does the jank go away for you when playing on a super low resolution?

Thanks for the help guys, hopefully we can figure out what's causing this. I feel a little out of my depth to be honest!

Oh, @megatronx that all seems fine. It's really weird. Have you tested for webGL support in your own NW exported projects?
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Post » Sat Jan 03, 2015 1:38 pm

Would my project run if webgl would be set as render but wouldn't be supported? Cause my projects run.
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Post » Sat Jan 03, 2015 1:51 pm

megatronx wrote:Would my project run if webgl would be set as render but wouldn't be supported? Cause my projects run.


if webGL is not avaliable, it falls back to the canvas2D which should look the same (but slower and without effects) even if you set webGL On in C2, the renderer system expression returns either canvas2d or webgl, so you can check it is using webgl or not with it.

alternatively opening a new url with chrome://gpu as url in node webkit might say the informations regarding the gpu compatibility (by doing it in node webkit, not in chrome)
Game design is all about decomposing the core of your game so it becomes simple instructions.
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Post » Sat Jan 03, 2015 2:10 pm

Tried the demo, gameplay is mostly smooth but there are momentary stutters for about 0.5 seconds. I noticed it occurs when there's collision with the lasers, every time.

This isn't likely to a NW problem but I suspect the way you implemented your laser. When you play it in debug mode, do you notice a sharp spike in collision checks per second/tick at some areas? That spike could be the bottleneck for the CPU to calculate. Slower CPUs will pause for longer.
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Post » Sat Jan 03, 2015 2:49 pm

Aphrodite wrote:
megatronx wrote:Would my project run if webgl would be set as render but wouldn't be supported? Cause my projects run.


if webGL is not avaliable, it falls back to the canvas2D which should look the same (but slower and without effects) even if you set webGL On in C2, the renderer system expression returns either canvas2d or webgl, so you can check it is using webgl or not with it.

alternatively opening a new url with chrome://gpu as url in node webkit might say the informations regarding the gpu compatibility (by doing it in node webkit, not in chrome)



I made a sprite with webgl effect and it works both in preview and export in nw.

[email protected] Now, I replaced EXE in airscape folder with nw i just had exported my project and it is working.

[email protected] Game is really cool. but no sound. is there a full screen option?
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Specs: i5 2500, 16gb of ram, gtx 770, win 7, Focusrite Scarlett 8i6, Mackie mr8mk2, Alesis 320, browsing the net on chrome.
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Post » Sat Jan 03, 2015 7:21 pm

@sqiddster maybe already answered, but about your janks. Are you using the build in save system? If yes, you're already using the no save behaviour as well?
I had those in the past on the game, even with nw 10.5
The save was a bit too slow on some computers, so the "no save" behaviour helped a lot when applied on most objects families.

EDIT: Also, how are you launching the game in Steam? The .bat -+ ignore gpu blacklist - seems to work ok for Penelope for the moment, not that much people complaining (...yet?)
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