Ashley's Forum Posts

  • I still have absolutely no idea how this could happen (the code is a pretty simple show/hide pair, and every show is paired with a subsequent hide), but one thing to try could be to disable UI animations, just in case there's some kind of weird browser bug involving animating the fader in and out.

  • I would guess they run a whole suite of benchmarks under lab conditions. You can't easily do that in a game and the results may still not be appropriate or meaningful for the reasons I already mentioned.

    I think the only thing you can rely on is the FPS. That's the gold standard for how fast the game is actually running. You could have adaptive heuristics like if the FPS is under 50 for 5 seconds, lower the graphics quality a bit. That then adapts based on how fast the system really is running the game under current conditions, but involves a delay. You could also rely on the CPU/GPU utilization measures to determine how much headroom you have to increase the workload if things are running smoothly.

  • There's no good way to do this. You can try running a short benchmark, but that may be affected by any other activity on the system. (E.g. if another app in the background did some work, it could drag down the performance numbers lower than they'd really be.)

    Besides, there's tons of possible performance metrics. For example some systems may have high compute performance but low memory bandwidth, but others may have low compute performance but high memory bandwidth. If you run a performance test which is ultimately bottlenecked on memory bandwidth, but then your game actually does a lot of compute work, your performance benchmark result is not actually the right result. Software and hardware systems are incredibly complex with dozens of metrics and there's a huge array of configurations out there, so it's not really possible to come up with a single number.

  • You can't disable WebGL, because it's required in Construct 3.

    I think you just want to turn off the 'Preview effects' project property though.

  • You could encrypt it, but then all the materials are available in memory, so if anyone wants to steal them they just need to look there instead.

    Welcome to the DRM arms race. It's probably not worth the trouble. Copyright law is a better way to protect your resources.

  • Effects are always supported in C3 projects.

    Since the check is now redundant, it was removed.

  • We do have a very good upgrade path for projects using official features. However I'm afraid we can't be held responsible for whether or not third-party developers are still supporting their work or not. We've held up our end of the bargain, it's up to third-party developers to hold up theirs.

    1. Use C3's mobile app build service to build C2 exports.
    2. Use another third party build service (note PhoneGap Build was retired - I'm not sure which other ones are still actively supported)
    3. Use the Cordova CLI. This is a free manual build tool that works offline. (This option is more appropriate for advanced users.)
  • Virtually all Construct 2 content using official features should port in to Construct 3 with no problems at all. We've worked hard to ensure there is excellent backwards compatibility right the way back to the earliest versions of Construct 2.

    If you have trouble importing content, usually it's because it depends on third-party addons that were not ported to C3. I'm afraid these addons are the responsibility of their respective developers, so you'll need to contact them for support.

    Remember that any time you rely on third-party developers, you may need them for help and support for years to come. You may wish to research reliable third-party developers who are willing to provide long-term support - and note since that involves potentially a lot of work over time, you may need to pay them for that.

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  • HTML5 games should still run offline in an Android WebView. AFAIK it still supports all the necessary features for offline support to work.

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  • I had these questions beforehand so that I can learn how I use the eventing system efficiently so that I will not need to rewrite later.

    Even experienced engineers find it difficult to predict where performance bottlenecks will be. It's best just to get on with designing your game, and if you have measurements indicating a performance problem, use those measurements to investigate and improve it.

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    You need a license to export to Android from Construct 2. Using the free HTML5 exporter and trying to convert the result to Android counts as trying to circumvent the license restrictions, so closing this thread.

  • As the blog oosyrag linked to mentions, there is one golden rule in performance: use measurements. If you can't measure a performance problem, you don't have a performance problem. Trying to fix a non-existent performance problem will simply waste your time that you could be better spending making your game.

    One thing I will add though: Construct's collision cells system means collisions already automatically only check nearby objects, which massively reduces the performance impact of collision checks with lots of objects. So you probably don't need to worry about that either.

  • I don't know, I'd just check the settings and see if anything looks like updates are disabled.

    By default everything is set to auto-update. Again, this is a complete mystery to me, I have no idea how this could be possible.