Ashley's Forum Posts

  • It's a bug. Please file a report following all the guidelines.

  • Oh, you're right, it's a mistake. I filed a bug to fix it: https://github.com/Scirra/Construct-3-bugs/issues/898

  • Some strings occur more than once. You translated the string for the Cordova export dialog, but you're looking at the HTML5 export dialog. Translation memory should let you easily use the same translation again for the other cases.

  • You might want to file a bug.

  • There's no limit. If it's really huge it might be out of memory. It's hard to say anything else without a project to look at.

  • Languages in Construct 3 itself are only updated when making a new release. For example any changes you make now won't be visible in C3 itself until r61.

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  • For now I'd go with option #2 - pick the lowest resolution where text is still legible and use that with "low quality" fullscreen mode.

    In the C3 runtime we'll probably add a feature that lets you have low-quality and high-quality scaling on different sets of layers, but that's a long term plan at the moment. Also it can still impact performance, since each layer you render at full resolution adds another full-screen draw - so just one extra layer of high-quality text would bring you up to 2x fullscreen draws. I guess that's still better than 4x though!

    When it comes to fill rate, the important thing is the size the image is drawn at. That's why low quality fullscreen mode is so effective: it draws everything at a small size, and only stretches it up at the end.

  • In r60 you can now test Russian, Spanish and German translations in the editor! Obviously they're incomplete so some content falls back to English (displayed in square brackets), but it should help you to see how everything looks in context. You need to enable developer mode first for incomplete languages to appear in Settings.

    I haven't included pt-BR because it still has a number of mistakes - many of these (like broken BB tags) will crash the editor. If they're fixed I can include pt-BR as an incomplete translation as well.

  • This is just another case of poor fill rate performance. We see people running in to this a lot.

    Intel GPUs (which most MacBooks have) have pretty low fill rate capacity. The project provided uses two force-own-texture layers, and enough content is displayed to count as another fullscreen draw, and then there's usually the overhead of a fullscreen draw to copy the game to the display. So it's at least 4x fullscreen draws per frame. On a high-DPI 2K display, one fullscreen draw alone will copy 3.7 million pixels, or around 14.7mb of data. The project does that four times, so it's about 59mb overhead per frame. If you want to reach 60 FPS, that means 3.5 GB/sec of GPU bandwidth.

    Presumably the Intel GPUs have a memory bandwidth lower than 3.5 GB/sec, so you can't hit 60 FPS.

    This is nothing to do with the fact your game is "only" 256x144: once you enable "high quality" fullscreen mode, it's rendering everything - including every layer - at full-whack 2560x1440 resolution. That's what "high quality" fullscreen mode is for! For this kind of game you really ought to use "low quality" fullscreen mode to avoid wasting GPU bandwidth - since that really will render the entire game at 256x144 (which is so small the performance overhead is probably negligible), then stretch the game up to the full-res 2560x1440 once at the end, meaning there is only 1x fullscreen draw overhead. That's probably at least 4x more efficient than your current high-quality fullscreen mode approach.

    By the way this is nothing to do with HTML5, browsers, Construct or anything else - you've hit a hardware limit. A native app would perform the same. 3D games are designed to perform minimal overdraw so don't tend to run in to run in to fill rate limits so much.

    Since a lot of Construct users end up having trouble with this, the new C3 manual's performance tips section was recently rewritten to focus a lot more on fill rate.

  • I can reproduce here. I'm not sure why it's not working so I filed a bug: https://github.com/Scirra/Construct-3-bugs/issues/881

    In future if you have a simple project that's not working, you can just file a bug for it yourself.

  • I tested this very recently and it was working. It's slightly improved for the next C3 build too. The main thing which catches people out is you cannot start video playback unless it's in a user input event. So you have to touch the screen before the video will start to play. On other platforms it can autoplay, but on iOS you must touch the screen. If you don't you might think it's not working.

  • Take a look at the addon SDK documentation.

  • Construct 3 uses the same runtime as Construct 2, so it should be the same.

  • Saving to browser works quickly but retrieval is a bit haphazard.

    What do you mean by this? If you grant persistent storage permission, it should be a reliable place to keep projects. We're also working on a cloud backup feature so it can cloud save periodically as well, protecting you against the case you deliberately go and clear all your storage.