Construct 3 :: Official Preloader Plugin.

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  • References ::

    construct3.ideas.aha.io/ideas/C3-I-111

    construct3.ideas.aha.io/ideas/C3-I-355

    I've seen for a long time that Construct 3 Team has planned to let users Load/Unload Memory. It has been a big problem for the ones who have large assets to move on to other layouts.

    Does the Construct Team have an ETA for this?

    Thanks.

    Ashley

  • It seems on the Construct 3 runtime SDK. Someone could make a Preload but not Unload. But it would be kind of a hack. Which, I don't recommend, in my opinion.

    But still there is still one big problem that can't be solved on Construct's Layout by Layout pre-loading.

    Imagine having 100 Spriter Characters. Only 10 character types will be used on the layout and have to custom preload it for initialization.

    There is no way to currently approach this on Construct 3. I'm surprised that this was a low-priority.

    Since, this is actually possible using other editors.

  • A new object type, a sprite that can load from external sources would make more sense.

  • A new object type, a sprite that can load from external sources would make more sense.

    You don't need something new for that. It may just add more problems. Besides, it exists in the Sprite plugin already...

    And that doesn't solve the problem.

    Anyway, the point and purpose is to preload, load or unload and support all objects with or without textures.

  • You don't need something new for that. It may just add more problems. Besides, it exists in the Sprite plugin already...

    No we have some parts to that, but a loadable encapsulated sprite type is just not available.

    Also, garbage collection makes unloading impractical for the foreseeable future.

  • Also, garbage collection makes unloading impractical for the foreseeable future.

    I don't mind that the Unload feature is left behind, using that needs some careful practices to work right.

    Although, since it was brought up that it might be planned. I won't go against it as long as the Construct Team has some smart checking behind that feature, which they most likely will if they do implement that.

  • Please just vote on the features on the suggestion platform. Posting threads about them doesn't mean we have more hours in the day to work on features, and when we come to work on new features, we will use the vote counts as our preferred measure of how many users want to have it.

  • Upvoted +3.

    In the meantime, the plug-in MM_Preloader by Toby R allows to do so.

    scirra.com/store/construct2-plugins/mmpreloader-layout-preloader-3620

    I used it for Healer's Quest and it is awesome.

    No idea if it works with the new C3 runtime though. And it only preloads, no unloads.

  • Upvoted +3.

    In the meantime, the plug-in MM_Preloader by Toby R allows to do so.

    https://www.scirra.com/store/construct2-plugins/mmpreloader-layout-preloader-3620

    I used it for Healer's Quest and it is awesome.

    No idea if it works with the new C3 runtime though. And it only preloads, no unloads.

    Thanks a lot for voting, that could help.

    The MM_Preloader can't be ported to the C3 Runtime though, that is the point. Unless, we dig up the Construct 3 Runtime for the references, but even still then, the assurance of its continuous compatibility can't be assured. So, an official one is the most viable.

    Especially when even the MM_Preloader has its own limitations. For example, Preloading objects that aren't on the target layout, which is useful if you want to load assets depending on the users input. This likely requires core implementation to achieve.

    Though, we could make a simple C3 Preloader plugin but that would just be similar as using the event sheet as I do currently, which is individually preloading/create object from an array. It is hard to manage it through layers and events compared to letting the core manage it.

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  • Oh no... These addons are such a mess in the long run! :(

    No SCML, no LiteTween, no MM_preloader, none of Rexrainbow's addons...

    Hopefully someone will show up and port these.

    I emailed Toby R about a possible update of MM_Preloader.

    By the way, I think you are wrong and MM_Preloader can actually preload items which aren't on target layout. Just use "Add object", start preloading and you can preload any object from the project. Tell me if I missed something but I'm quite confident that's how it is working.

  • Rable

    I emailed Toby R about a possible update of MM_Preloader.

    By the way, I think you are wrong and MM_Preloader can actually preload items which aren't on target layout. Just use "Add object", start preloading and you can preload any object from the project. Tell me if I missed something but I'm quite confident that's how it is working.

    No, I am not wrong. I used that addon a lot of times and used all the possible combinations I could think of. What you are referring is a workaround, which is messy as it includes the use of a Global Layer and both side of layouts that have to handle it.

    I already replicated the MM_Preloader through events except the Get Object Class from the target layout. It is actually more responsive and preloads faster through events.

    As I said, TobyR knows he can't port it, he already said that. Well, at least he can't do it without doing some hacks, which he knows is not recommended in a volatile software like Construct 3. It's not recommended by the Construct Team.

    Although, as I said, you can make a basic version of the MM_Preloader currently with the SDK, just without the Get Object Class from another layout. But that is not ideal, you can just make it through events and you'd have a more responsive effect. And that is just a workaround in the first place, not the real preloader support.

    What I am suggesting is a better solution to MM_Preloader. That does not only let us preload objects from a target layout but also introduce and preload a new object to the target layout.

    And this isn't a experimental thing. Most Game Engines have some kind of support for this since it is supposed to be a basic need for asset loading. But Construct seem to have missed this because of the layout-by-layout preloading, which was suppose to solve everything. But didn't take into account larger and dynamic grouped assets.

    Rable

    Oh no... These addons are such a mess in the long run! :(

    No SCML, no LiteTween, no MM_preloader, none of Rexrainbow's addons...

    Hopefully someone will show up and port these.

    Not really... The SCML plugin is not a problem since it can be ported soon. Some of Rexrainbow's addons are compatible and can be ported to the C3Runtime, a lot are already ported. And we have a few Tween plugins for Construct 3 Runtime.

    For example, Tweeen : https://www.construct.net/make-games/addons/163/tweeen

  • Thanks a lot for the explanations and sorry for thinking you were wrong. ^^'

    You mean we can preload a layout's content just through C3's basic events? No plug-in required? Can I ask you which events you are actually using to achieve this?

    Hopefully SCML addon will come quickly, and I quite need LiteTween as I used it quite extensively in my new C3 project already. But nice to know there is another one already available.

    For Rexrainbow's addons, I didn't find the Construct 3 runtime version of any of these. Do you have a link to those available? (I mainly need moveto and push out solid)

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