Ashley's Forum Posts

  • They will be duplicated. There is no deduplication in the dependency system at all, the same would happen with external scripts. Do you need it, and if so what for?

  • I didn't write the expressions dictionary, so it's not really useful to tag me about that. Please file bugs on the issue tracker or suggestions on the feature suggestions platform.

  • Perhaps the GPU is blacklisted. IIRC by default Crosswalk ignores the GPU blacklist. Check chrome://gpu in the Chrome browser on the device to check.

  • Is there anything in the browser console? If not file a bug on the tracker and I'll try to make sure there's a special error message for that case.

  • Probably the most important reason to use 50 sprites is that Construct can only load entire sprites in to memory. One sprite with 50 animations forces Construct to load all 50 animations in to memory, even if you don't use them all. With 50 sprites, it can load only the ones you're using in to memory, which is a lot more efficient.

    FWIW Construct 3 can spritesheet different sprites together, so the spritesheeting is the same as if you used one sprite.

  • It seems like C2 outperforms GMS2 by quite a bit on this benchmark. Which makes me wonder why my own game performs significantly better in gms than construct. The game logic is structured about the same, and the gpu load should be more or less identical. Hmm...

    People often accuse Construct/HTML5/browsers of having poor performance, but when it comes to actual measurements, it actually performs excellently.

    I think it's quite possible that if you reimplemented your whole game exactly the same way in a different engine, it would still be slow. If you use a huge amount of intensive logic for example, that is still going to have to be run no matter the technology you use, unless you optimise it. I'd guess since events and script are so different, you actually used a lot less logic in GMS, so it's not really a fair test.

  • From my impression C2/C3 doesn't come close to Gamemaker Studio in terms of runtime performance.

    I'd be interested in seeing benchmarks with actual measurements on this. We've seen benchmarks comparing C2 in Chrome to other native engines, and it could equal or exceed some other native engines on the market, but GMS wasn't tested. Modern JS engines can compile to extremely well optimised machine code.

  • That message should go away quickly. It probably failed so didn't remove the status. If you can reproduce it please file a bug!

  • Construct 3 is beta software and it literally tells you to keep regular backups every time you start the software. The good thing about cloud save is often the cloud service keeps file histories, e.g. Dropbox can show you the last 30 days history for a file and allow you to restore older versions, so that might help. If that doesn't help, you can send us the .c3p file and we'll try to recover it, but without knowing how it happened in the first place it could happen again. It would be great if you could file a bug report with the steps to reproduce this.

    FWIW, Construct 2 had similar issues at the same stage in its development.

  • Everyone wants more in the free edition. This lets them do more without making a purchase. Unfortunately that's not good for the business and our ability to make the product everyone wants and add the features everyone is asking for.

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  • The addon SDK documentation is now hosted on construct.net at https://www.construct.net/make-games/manuals/addon-sdk. The old provisional documentation won't be updated any more, please refer to the new documentation only.

    Today's r48 update also adds support for effect addons and dependencies. We've done some work to revise the effects engine to be more robust in C3, so note for effect addons some of the uniforms are different to what's in C2. The documentation covers all the uniforms available.

  • Yes, we still need to update C2 first, which the r47 release notes mentioned.

  • Please file bugs on the issue tracker following all the guidelines.

  • We're trying to make the jump to Opus everywhere for Construct 3, so that you no longer need to worry about having multiple audio formats. We're having a few problems with decoding Opus on platforms that don't natively support it though, and Samsung Internet falsely claiming to support Opus natively is another issue. We're aware of these issues and hope to have them sorted out soon.

    The runtime will pick any other natively supported audio file over Opus if there is one, so you should be able to import AAC and delete the Opus file and have correct audio playback work. The Samsung Internet browser says it can play AAC so that should work as a workaround - please file a bug report if it doesn't (but who knows, it already lies about Opus, maybe it lies about others...)

  • PhoneGap Build has always been an alternative service and is still running.