Ashley's Forum Posts

  • Closing, please follow the bug report guidelines otherwise there is nothing we can do (attach a .capx and include steps to reproduce).

  • Yes, this is actually a big feature of Construct 2: the event system is powerful enough that a scripting system is not a necessary alternative.

    You can still add custom code using the Javascript SDK though.

  • It needs to be playing for the duration expression to work.

  • No, you can leave some out and AJAX request them from somewhere else if you like. They're just files on a web server after all. It's up to you what you do and how you handle it.

  • It looks like it's caused by the Pathfinding behavior. It's hard to offer any more advice unless you reproduce the problem in a new empty project - you have a huge project with a lot going on and it would be very hard to prove it's not something in your own events causing it. Have a read of Performance Tips.

  • - Tom runs the web services, and you'd be better off asking in the website issues forum.

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  • so what approach would be the best for i.e. big platformer level,

    with i.e. 100 enemies, each with "Platformer behavior"?

    I have no specific advice. It should work OK whatever you do.

    do you have any advice how to work around "For each object" ?

    The only way to avoid per-instance work when picking objects in events is to start the condition with a 'On collision' or 'Is overlapping' condition, which uses the collision cells optimisation. All other conditions will pick from the full instance list (across the entire layout). Alternatively, completely destroy objects that are far away instead of trying to deactivate them with events (since you will need per-instance work to figure out if you need to reactivate them yet).

  • Closing as not a bug, please post in the Website Issues section.

  • Closing as not a bug

  • Closing, please follow the bug report guidelines. Also note CocoonJS Canvas+ is no longer supported, only Webview+ is, but you didn't specify which you are using. Further, note this section from Performance Tips:

    [quote:2dnrvbzp]Changing Text objects every tick

    Change the size or text of a Text object every tick - even just for an animation or transition - will likely produce poor performance, especially on mobile devices. The problem is even worse if the text object is large. Text rendering is very fast as long as the object is not changing, but upon changing the object must do a relatively expensive redraw of the text and replacement of the cached texture. Try to use small Text objects that do not change regularly. If you must change text regularly, consider using a Sprite Font instead, which is fast even when it changes every tick.

  • WebStorage: Local Key "HighScore" exists: System: Set HighScore to WebStorage.LocalValue(HighScore)

    You're making a mistake that the WebStorage manual entry warns about:

    [quote:1q66ilhn]Note WebStorage only stores strings. If you set a key to a number like 100, when you retrieve it back it will be a string. To convert it back, use the system expression int, e.g. int(WebStorage.LocalValue("score")).

  • That shouldn't be slow. Can you share a .capx demonstrating the problem?

  • blackcrypt - WebStorage is for saving and loading data at runtime. If you want to ship data with the game itself, import it as project files.

  • Construct 2 already has a very efficient collision engine using collision cells. Read the link for more info.

    Putting conditions after a collision test does not change the number of collisions tested, and putting conditions before a collision test can disable the collision cells optimisation and actually result in more work. So I'd just trust the collision cells system to do its job and make collisions fast, you can't really beat that by events (other than not testing collisions at all). Also if you don't test any collisions, then disabling collisions has exactly zero performance impact.

    Also note "For each object" obviously does per-instance work, so will not scale well with very large numbers of objects, even if it's ostensibly to make things faster by turning off features.

  • OK, good to know - thanks.