Ashley's Forum Posts

  • I took a look at the project and as far as I can tell it doesn't use any images over 4096x4096.

    This doesn't make any sense: the originally reported error said it was creating an image over 16384px, but there aren't any such large images in the project.

    My best guess is it's a graphics driver issue. Linux often has poor quality graphics drivers that cause all sorts of problems. Maybe try updating the graphics drivers, or try installing alternate drivers if you can find any others available.

    The project also uses the Spriter plugin which is a third-party addon - it's possible it's causing the issue somehow, but that would be the responsibility of the addon developer.

  • There are absolutely loads of new features in C3 compared to C2 - see What's new in C3 for an overview - not least of which includes a completely rewritten runtime with far faster performance.

  • Note we don't make AdMob and can't fix any problems with it, so you may want to report this to AdMob directly instead.

  • Answer your own performance questions with measurements

    In terms of fill rate, both the source size and destination size count: the larger the source image, the more memory it takes up and the more memory bandwidth it needs to read from the image; and the larger the size it's drawn at, the more memory bandwidth it needs to write pixels to the screen.

  • The size of the layout should not cause this, since it does not have any direct impact on memory usage.

    I think we can only make wild guesses unless you share the actual project.

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  • The diagnostic information says the maximum texture size on your system is 16384. The only way this can happen is if your project has an image larger than 16384x16384. Construct itself will never create a spritesheet larger than 4096x4096.

  • Move the cursor a little to the right to get it to indent.

  • Please note the earlier link is to old Construct 2 documentation - for up-to-date advice see the Performance Tips guide in the Construct 3 documentation instead.

  • See the tutorial supporting multiple screen sizes.

  • There's no such thing as family instances in the engine. Instances always belong to a specific object type. Families are groups of object types.

  • If worker mode is not supported, it's automatically switched off, and the game continues to run normally.

  • Well, full screen mode does not work with worker mode on, if I disable it, full screen works. Same device, soobviously it has something to do with worker mode.

    I just tried it and fullscreen mode works just fine with worker mode on.

    As for device performance, in over 6 months of having it enabled by default and used by thousands of people, I've not heard any such issues. It seems like only you or your specific device may be affected. As noted the only way to make progress on that would be to file an issue at crbug.com, since it would be related to the Chrome browser engine.

  • I've never seen any such performance issues. In my testing worker mode has always been at least as fast as DOM mode. In some cases it's much faster, especially if it has to do significant main thread work, as described in the blog post. It's also been the default for over 6 months now and I've never heard of any other such complaints specific to worker mode, so as far as I can tell all the evidence is it works fine for the vast majority of users.

    If you have serious performance issues I'd advise filing an issue at crbug.com with details about the device so Google can look in to it. I can't think of any reason at all there would be any serious performance reduction in worker mode. As the blog post describes, it should be better and smoother, since there is less chance the browser can interrupt it.

    Fullscreen mode only working on HTTPS is nothing to do with worker mode. Many browser features require secure hosting now, including fullscreen mode, regardless of worker mode.

  • The project works fine for me after exporting it. I would guess it got corrupted on upload, or the server is misconfigured and is corrupting it. Maybe it's a text encoding issue, since there is non-English text in the project.

  • .ogg is not supported in Safari or iOS, so your audio will still be broken there. I'm afraid, as I keep saying, WebM Opus is the only format that has been tested and verified works on every platform.