Ashley's Forum Posts

  • Thanks, should be fixed in the next build.

  • Are you sure you installed the right components of VS? That looks like the message when you miss a component.

  • The profiler tab of the debugger is the only interesting place to look for CPU measurements. Otherwise you're just guessing.

    As SoldjahBoy said object count alone has minimal impact on performance, it's what they're doing. If you're also talking about collision cells, they usually do a lot to improve performance! The count is just an indication of the memory overhead, which is usually not important.

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    You can sell your items wherever you want, but it's way too cheeky to advertise other stores on our own site.

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    Closing as I don't know why you would expect us to put up with advertising competing stores, especially when the listing appears to rip part of the UI of our own store.

  • Low-cost items always suffer more from fees, because there is often a minimum fee plus percentage depending on the payment processor (e.g. something like 50p + 5%). So if your price is close to the fixed fee, that's a large proportion. If it costs more, it's a smaller proportion. E.g. with that scheme a £2 item pays 60p fees (30%) whereas a £10 item pays £1 (10%, which is 3x less fees as a proportion than the £2 item). This is not including the fees the Scirra Store applies, which is definitely necessary since we absorb things like the cost of running the store as well as payment processor chargebacks which can cost £15 a time. We probably could not charge less without risking losing money on these things.

    Not much anyone can do about this, it's just how ecommerce works. I guess you might have to put your prices up to compensate.

  • The screenshot you posted shows errors loading images. You should definitely fix that first, since it may be the cause of the problem.

    Otherwise it's a GPU driver bug, which means you're pretty much screwed unless Ludei can fix it or you just use the webview. (Note we don't officially support canvas+, this is one of the reasons why, webviews have already worked around most common GPU driver bugs)

  • Well, as I pointed out, that is very difficult since we've deliberately designed it to make that hard.

  • Closing, see the bug report requirements.

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  • Are you sure your events don't run an infinite loop?

    It's almost impossible to help unless you can share the .capx, and ideally a minimal .capx.

  • Lots of users are worried about their projects being reverse-engineered, so the exported runtime code is designed to be as difficult to work with as possible, so making any non-trivial changes to it is probably not practical.

    Minification removes all references to Construct/C2, so why not use that as your "remove references" method?

  • There aren't any variants. Those things only have one size. I think you need to be clearer about what you need.

  • No idea. So long as the server can serve static files with the right MIME types it should work. I guess Sharepoint can't even do that?

  • I was on holiday when this was first posted, sorry for missing it.

    So I've noticed that when my game boots, far from all the assets in the game are loaded in when the loading bar reaches 100% (and why does the whole game need to be loaded in, isn't that what storing the game assets on the HDD is for?!?!).

    In a HTML5 game, the loading bar corresponds to download progress. None of the assets are actually loaded decompressed in to memory at that point. So of course, not all assets are loaded by the 100% mark - that's the point of the layout-by-layout loading system: nothing is loaded, until you go to a layout, at which point only that layout's assets are decompressed in to memory. In NW.js I guess I'm not actually sure what it has to do; if you are using package.nw (i.e. zipped assets) then it will be extracting from the zip, but if you pre-extract the zip it should just figure out there's a resource on disk so it doesn't need to do anything. I guess it might load the asset (compressed) in to RAM so it can be quickly decompressed later, which might be unsuitable for a very large game (although it would help speed up layout loading times). So, are you using package.nw and have you tried pre-extracting it?

    [quote:2u9g5k4f]Every slight iteration takes 1min of loading in preview just to see if it worked, making new features a nightmare in practice.

    It's normal that large projects take a long time to build. I've heard Chrome itself can take several hours to build. Perhaps we could investigate features to do a more minimal rebuild though.

    [quote:2u9g5k4f]Blank layout with nothing loaded in with all audio cut from the game... 1.8 gb memory used?! WTF?!

    Memory is complicated. If you have say 4 GB of RAM free, and the system has 1.8 GB of files in RAM it might need later, it may well decide to leave them there. RAM is there to be used.

    It also depends on your project settings, e.g. if you have set audio to be preloaded, you've told Construct 2 to decompress all audio content to RAM on startup.

    [quote:2u9g5k4f]I guess I should've known better when I saw the first signs of trouble few weeks into development.

    The sooner you can report issues, the more time we have to do something about them. I think it is unreasonable to expect us or any other developers to make deep changes to the engine in a few weeks. We can look in to issues, but we need time to do that.

    [quote:2u9g5k4f]Construct's a prototype tool. It was never made for big projects I get that

    We do design the engine to scale to large projects, but it sounds like you've made one of the biggest projects ever in Construct 2. I definitely intend for Construct 2 to be able to handle such large games, but we might need to make a few tweaks to make it work better

    [quote:2u9g5k4f]I guess when not even the official plugins can be kept up to date and stable (greenworks, local storage looking at you), this is obviously too much to ask.

    This doesn't appear to be related to the main point of this thread, but I'm not aware of any outstanding bug reports for local storage, AFAIK it works fine for the vast majority of users. Also Greenworks has been clearly marked as an experimental plugin for some time, but as it happens, we just released two updates for it this week.

    Try to replicate the issue.

    Make a dummy project and fill it with objects using the method you used.

    [quote:2u9g5k4f]I would if I had the time

    Sorry, but this is by far the best way for anyone to make progress on this. As it stands, this post is the equivalent of "my car's broken, please fix it!" - "can you bring your car to the garage?" - "no!"

    Sure the mechanic can try and fix it by telephone or something, but you wouldn't expect that to get very far.

    I don't normally do this, but if you want to send your full project to , I'll (obviously keep it secret and) look in to any memory-related issues, but if you can reproduce it just by stuffing loads of dummy content in to a new project, that's better.

  • This forum is for bugs, not feature requests, so closing - Construct 2 General is the right forum for this.