Chadori's Forum Posts

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    Ashley - My Windows 8.1 with no dedicated GPU, the dialogs run instantly. It was flawless. The problem must have something to do with devices only made for Windows 10.

    Btw. I have tried to convert my project to C2 R228, C2 R249 and C2 215 (I think, I forgot). I could go lower but I already got my answer.

    I have found out that whatever version you are in, the results are the same.

    It seems that C2 is not entirely at fault. It's just C2's editor is outdated with the time and not optimized for Windows 10. Things related to Windows 10 might have changed that made C2 incompatible. Although I don't know what.

    I bought this laptop just a few months ago. By that time, I did not update my project's event sheet but I noticed slow performance with the editor every time I import an object but I persisted the image import delays since I, up until now have a deadline and I thought I can manage. Besides, I have been busy more with Spriter animations at that time. But now I'm making events and my project has 2x more objects and the delays make C2 unusable.

    To test my theory that this has been happening since or even before July 2017, I made a factory reset and turned off my internet connection to avoid any windows update. My Laptop's model design and factory software was released on July 2017, so I can use it as a base.

    So after the factory reset, I installed C2 immediately to find out if there is still a lag. And it's still there.

    Btw. I ran Windows 8.1 inside my computer with a Virtual Machine. And it worked flawlessly.

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    - I have edited my comment. Reread again please.

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    are you using a laptop with Windows 10? Is it clean installed?

    Windows 8.1 is doing good but not Windows 10.

    People who commonly have this issue are using a laptop with Windows 10 in it since most Desktop users with Windows 10 aren't affected.

    I'm not sure but I assume that it might have to do with manufacturer drivers or OS customized bloatware on laptop devices.

    Though, this is just a matter of speculation.

    How is it going on your end?

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    Does changing the icon caching option in preferences affect this?

    The test were conducted while the "Icon Mode" is set to "Don't show unique icons (least memory)".

    I would say the matter is unrelated. There is already a huge performance loss (delay) with / without unique icons.

    The performance (delay) is even worse when showing unique icons, either cached or not.

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    > Found a solution: not ideal and probably temporary. but switched to construct 3 and so far the lagging and freezing on my larger game has stopped (the saving takes forever though)

    >

    Yeah a workaround for some, but no solution for others. But it is a great quick fix (I ended doing this for one of my projects recently that was on a tight timeline and could not wait for the bug fix any longer).

    zenbynature, (and and )

    Can you try this?

    shutdown with command line using

    > C:\Windows\System32\shutdown.exe /s /t 0

    When I shut down this way, I seem to have better response times. But it could be coincidental. also worth noting, even after this test the response time is still at unacceptable levels.

    I should have said this sooner but I restart my PC every ~30 mins ever since I've encountered this problem as a workaround. As time passes, C2 becomes more and more sluggish. After a reboot, the 5 to 10 seconds delay becomes only 3 seconds every time I restart or shutdown, not sure if it has the same effects when logging out my PC though.

    Also, I have tried to convert my project to C3 before but in order for me to have done that, I had to delete my incompatible plugins.

    Because of the fact that C3 isn't cross compatible with C2, it's only a one way conversion. I would say this is an impractical solution for

    C3 isn't fully equipped with essential 3rd party extensions yet. It's way too soon to permanently move especially with the limited SDK of C3.

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    Thanks for the details

    Layouts might be a "part" of the problem, but not the problem itself. We will need Ashley to confirm. But I have very few layouts and I hit this issue. In the example CAPX, there is only 1-2 layouts. My current project with the issue has 10 layouts.

    About that... I double checked and I confirmed that the layout count doesn't significantly affect the performance. It's the actual objects themselves. I'm sorry about the confusion.

    As the object count increases, the dialog delay increases.

    Although now I just found a little workaround or possibly even the fix for Windows 10 users having unjustifiable difference in performance with other Windows OS versions. Updating the Graphics Card and NViDiA video cards help for those who installed the Windows 10 Fall Creators Update.

    The NViDiA drivers and Intel Graphics Cards don't work at their optimum level after the Windows Update without updating the drivers manually.

    It seems like Windows 10 see them as incompatible.

    The update reduced the delay from (30 seconds to crashing) to (5 to 20 seconds) increasing the performance of the (Hardware - OS) to compensate for the original problem.

    Compared to my Windows 8.1 PC, it is in margin of error, equal in performance now.

    With that said, that was only a possible fix for Windows 10 problems not matching performance with other OS.

    The original problem is still there. C2 just can't handle that many objects optimally.

    I still have the 5+ seconds delay for every dialog popup like everyone else!

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    I confirm this.

    Dialogs Boxes takes up to 10 ~ 30 seconds to pop up and sometimes even fails. At this point, the whole program gets weird.

    This is very annoying.

    With my current computer specs, it's impossible to be a hardware problem.

    And my PC operating system runs very well too. I do 3D and Video creations with this laptop. And never had a problem.

    I do admit that I have a lot of objects in my C2 project. But it's nowhere near 10,000, so it's unlikely that is the case. With that said, the bigger the project becomes the slower Construct 2 gets. Construct 2 / Windows, 10,000 object limit.

    I have tried moving my project to another computer with inferior specs and have observed that the computer works as bad but slightly better than my stronger PC with a dedicated GPU, better RAM and a 7th Gen i7 CPU.

    It seems as if it wasn't even using the resources available from my computer.

    Ashley this is a very dire situation for us who invested time and trust to use the program you have created to create our projects but it can't even keep up with the pace unlike advertised.

    My main specs:

    Asus ROG GL553VD

    Processor: Intel Core i7-7700HQ (Intel Core i7)

    Dedicated GPU : GTX 1050

    Graphics Card: Intel HD 630

    Memory: 8GB , DDR4-2400

    Display: 15.6 inch 16:9, 1920 x 1080 pixel 141 PPI, No, BOE HF NV156FHM-N43, IPS,

    Storage: 128 GB , 1000HDD (Construct 2 has always been in the SSD)

    OS: Windows 10

    Normally, memory usage would be less than 10 percent.

    CPU usage at peak less than 5 percent and Dedicated GPU usage would be 0 percent but as

    you can see I have a lot of programs opened including numerous (~15) chrome tabs on youtube and VLC playing

    a movie in an external monitor.

    All working quite fast except Construct 2.

    Other PC:

    Acer Aspire Switch 12

    Processor: Intel Core M 5Y10c

    Ram: 4GB

    Graphics Card: Intel HD 5300

    SSD: 120GB

    Display Size: 12.5" 1920 X 1080

    OS: Windows 8.1

    Surprisingly, it works better in Windows 8.1 and non-dedicated GPUs. But it is still very slow and sluggish.

    My project contains:

    • <,> or = 500 objects in the project. Not exceeding 1000.
    • 300 to 500 layouts.
    • 50 event sheets.
    • Less than 30 families. (Stopped using families after encountering problems with loading them in the dialog, which we all confirmed and reported)
    • 19000 to 20,000 UID instances
    • Contains Spriter SCMLs and XMLs

    Ashley please investigate this. We will gladly provide you with data you request as soon as you start the task to find out the culprit of this problem.

    This might help C3 in the future as well.

    Thanks, Scirra Team.

    P?S?:? ?A?f?t?e?r? ?t?a?l?k?i?n?g? ?w?i?t?h? ?o?t?h?e?r? ?C?2? ?u?s?e?r?s?,? ?w?e? ?c?a?m?e? ?t?o? ?a? ?s?u?s?p?i?c?i?o?n? ?t?h?a?t? ?i?t? ?m?a?y? ?b?e? ?b?e?c?a?u?s?e? ?o?f? ?t?h?e? ?n?u?m?b?e?r? ?o?f? ?l?a?y?o?u?t?s? ?t?h?a?t? ?I? ?h?a?v?e?.?

  • I'm having this exact problem too, it's been really frustrating me for a few years, would really like it if the solution was figured out.

    I'm having the problem where sometimes when I try to drag selected objects with the mouse, they don't drag in the way I intended (hard to explain, but they like jump around and stuff), and the dragged objects often get moved to another layer when I try to drag them, as well as often changing the active layer.

    In other cases, the active layer just seems to randomly change, may or may not be related to the above.

    I don't know if our problem is related but this bug was already fixed last year. Although, I suggest you check out my bug report and test if this is the cause of your problem or at the very least you can use this as a reference to come up a way to debug your own problem.

  • FabianB - There are so many possibilities. But I can link you to some documentations that the creators made to solve these kind of problems. These will provide you almost every basic knowledge you will need in optimizing your game.

    Performance Tips

    https://www.scirra.com/manual/134/performance-tips

    Optimisation: don't waste your time

    https://www.scirra.com/blog/83/optimisa ... -your-time

    Memory usage

    https://www.scirra.com/manual/183/memory-usage

    Remember not to waste your memory

    https://www.scirra.com/blog/112/remembe ... our-memory

    Best practices

    https://www.scirra.com/manual/34/best-practices

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  • Problem Description

    The Longer the Object the more inaccurate the mouse selection becomes. This is noticeable when an object reaches 10,000+ pixels of length. The Mouse Hitbox tends to become inaccurate unlike it's drawn canvas. And unable to keep up with the canvas.

    Tested Objects:

    Tiledbackground : Affected;

    Sprites : Affected;

    I only tested two plugins. But I'm sure it's the same for all drawn objects.

    Even though it's already noticable when an object reaches 10,000+ pixels of length, I still set the length to 111,000+ to enhance the effect.

    Construct 3 is not affected.

    Attach a Capx

    https://1drv.ms/u/s!AjcW2ueud6qp6nsJz1Nr91dXEfd8

    Steps to Reproduce Bug

    It's easy to reproduce the bug.

    Just try your best to select either the TiledBackground or the Sprite. Especially at the X-axis end point of the target object.

    You will find it difficult to select the 2 objects.

    Observed Result

    The objects can't be selected.

    Expected Result

    The objects should be selected.

    Operating System and Service Pack

    Windows 10 64-bit.

    Construct 2 Version ID

    Construct 2 r246 Beta Release

  • NN81

    I suggest posting this on C3's bug section too for immediate action. Scirra doesn't really prioritize Construct 2 bugs as much as Construct 3 bugs.

    Instructions are stated here by Ashley :

    You can also just redirect this bug report to your C3 bug report too so that Ashley can read this thread too.

    I also agree that this is a bug, but I still think the bounce effect shouldn't be removed. Just have a boolean to enable/disable this feature.

    This is very useful in high speed 8-direction movements. You'll get what I mean when you set the "Max Speed" to about 5000+ and "Acceleration" to about 2000+.

    Think about this as an additional feature. We don't want other old/in-production games that take advantage of this feature to get broken.

    I'm not sure if it's feasible but new conditions like "Is collision-bouncing" and "collision-bounce enabled/disabled" would be nice.

    And a "set collision-bounce enabled/disabled" action too.

  • Hi guys I would love to have an update page in my game where ajax pulls information from a webpage in to the game how do I do this? The webpage is here http://bedfordgamesupdate.bitballoon.com/

    Here is the tutorial in using the AJAX plugin.

    Although for the backend part of your website, you would need knowledge on PHP for that. Depending on the purpose, you could also use xmlhttprequest. And also a bit knowledge about javascript.

    But I assume you already know that since you are developing a website.

  • This is amazing. Thank You.

  • Firebase series plugins are already in TODO list, and I also plan to remove api v2.x supporting (now is api v4.3).

    That's good news. Thanks rexrainbow