NW.js v0.12.0 (Chromium 41) 5th March, Discussion

Discussion and feedback on Construct 2

Post » Fri Oct 23, 2015 11:08 pm

Tinimations wrote:This jankyness issue is bringing me to the point of madness. The game starts almost without fault to jag harder and harder the longer the playsession. I'm to submit Klang to IGF this weekend, and I know it stands no real chance in the technical department due to this issue. I'm just hoping the avarage judge quits playing out of time constraints before the jaggyness kicks in. IT REALLY SHOULDN'T BE THIS WAY. Like someone else mentioned, I'm often daydreaming what it would be like to work in GM instead...

I also see there hasn't been a new node webkit since march? When's the new edition with chromium 43+ coming out?

I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.


You suffer stutter in NW 10.5?
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Post » Sat Oct 24, 2015 12:14 am

Tinimations wrote:I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.

Sorry to hear that. It's a spectacular-looking game. Have you tried sending the project to Ashley and let him look at it? It sounds like it could be some kind of memory leak.
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Post » Sat Oct 24, 2015 2:31 am

Tinimations wrote:This jankyness issue is bringing me to the point of madness. The game starts almost without fault to jag harder and harder the longer the playsession. I'm to submit Klang to IGF this weekend, and I know it stands no real chance in the technical department due to this issue. I'm just hoping the avarage judge quits playing out of time constraints before the jaggyness kicks in. IT REALLY SHOULDN'T BE THIS WAY. Like someone else mentioned, I'm often daydreaming what it would be like to work in GM instead...

I also see there hasn't been a new node webkit since march? When's the new edition with chromium 43+ coming out?

I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.


Your game would play really well on console... ;)

Can i ask if you're using Spriter for animations?
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Post » Sat Oct 24, 2015 4:25 pm

Anyone tried Electron from github as an alternative to NW.js?

Would be interesting to see a real world scenario with a game like Klang to compare the two.

http://electron.atom.io/
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Post » Sat Oct 24, 2015 4:49 pm

Silverforce wrote:
Tinimations wrote:This jankyness issue is bringing me to the point of madness. The game starts almost without fault to jag harder and harder the longer the playsession. I'm to submit Klang to IGF this weekend, and I know it stands no real chance in the technical department due to this issue. I'm just hoping the avarage judge quits playing out of time constraints before the jaggyness kicks in. IT REALLY SHOULDN'T BE THIS WAY. Like someone else mentioned, I'm often daydreaming what it would be like to work in GM instead...

I also see there hasn't been a new node webkit since march? When's the new edition with chromium 43+ coming out?

I'm getting desperate here... This jaggyness issue and the ridicilous memory consumption of the engine's making me fear for the game's chance on the market.


You suffer stutter in NW 10.5?


@Silverforce I tried exporting a build with it. The jankyness seemed gone, but back was the horrible memory management. The memory use grew bigger and bigger until it eventually crashed (At worst the collective memory use between all the processes was 4gb, LIKE WTF). At least something got better with the latest editions.

@Gianmichele I will try it. Thanks for the tip
Last edited by Tinimations on Sat Oct 24, 2015 5:23 pm, edited 1 time in total.
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Post » Sat Oct 24, 2015 5:22 pm

@Gianmichele The documentation makes me none the wiser. Even video tutorials seems to require lots of programming knowledge. Is there any construct 2 friendly way to implement this?

@ErekT I've reached out to him several times throughout development. I've tried to look at it from every angle, and it keeps coming back to that the jank is the product of something out of my control. The only system expression or object, or anything else in the layouts which doesn't get reset on a very regular basis is the "time" system expression. Through exploiting time scale I tried cranking it up to a value equalavent of me playing the game for something like 5 hours straight. No jank. Also the fact that the jank stopped when I went back to 10.5 doesn't help the case that it's somehow my fault. When I make an empty canvas and boot up the game, something is seriously wrong when the memory use is 1.5 gb.

I really wish I was in control over the performance of my own game...

@tomsstudio Won't matter if it can't run on the thing. No I don't use spriter. If you look closely at the animations in the trailer you'll see how the characters goes inwards and outwards, sometimes even rotating 360 degress inwards. One can't practically achieve this effect in spine or spriter due to the fact that you're only animating in 2 axis. Since my goal was to achieve super dynamic looking animations, skeleton based animation tools simply doesn't do the job.
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Post » Sat Oct 24, 2015 6:54 pm

anyone tried replacing nw's DLL's with version 12.3? improvements?
Sea Monsters template - Isometric
Also includes 40 pages PDF of optimizations and "how-to" for your games, and how the "sea monsters" template was built. Follow link for details :)

sea-monsters-templates-and-assets_t162705
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Post » Sat Oct 24, 2015 10:53 pm

@saiyadjin Yes I just tried and it works practically the same. No improvements.
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Post » Sun Oct 25, 2015 1:46 am

Tinimations wrote:@Silverforce I tried exporting a build with it. The jankyness seemed gone, but back was the horrible memory management. The memory use grew bigger and bigger until it eventually crashed (At worst the collective memory use between all the processes was 4gb, LIKE WTF). At least something got better with the latest editions.


I think we discussed this awhile ago, it's probably due to your game having so much music/sounds and the lack of "unload" action to remove sounds from memory.

Since your game is about music/sounds, this is the one case where C2 needs to have an Unload option to go along with the Preload action, to allow developers more control.
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Post » Sun Oct 25, 2015 2:35 am

@Tinimations To make sure it's your loaded sound effects --which probably effect GB-- could you test with lower quality sfx? (sounds that are loaded into the Sounds folder)

What about streaming some sfx (importing into the Music folder) is the response just too late?
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