Danwood's Forum Posts

  • That's impressive! If only my game was 3D, I would use this asap

  • Don't know about you, but i was playing my game on WebGPU, zoomed out, and noticed it was lagging a lot. Switched back to WebGL, same save, same exact conditions. nearly no lag. Repeated the test 10x times, same result.

    I figured out it was a Replace Color effect i applied to thousand instances, and being all visible at low zoom, caused the lag, but only on WebGPU.

    Can someone confirm this? Can someone come up with a reliable repro to allow Ashley to investigate? I'll try the same on my end.

  • I'm making an official playthrough of my C3 game, DinoSystem.

    DinoSystem is a survival game built inside an ecological simulation, has been in development, on and off, for many years, and its finally approaching v1.0

    In this series, I play the game exactly like a normal player, on Ironman difficulty, with no cheats, no shortcuts, and no scripted events.

    youtube.com/watch

  • r470 fixed it for me!

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  • I'm not using dynamic layers. I fear that will be a nightmare to debug for both of us, unless it's related so some bugs soon to be fixed in r470.

    Let's stay in touch.

  • I have a very large project, DinoSystem, it's on Steam Early Access.

    Construct 3 r469 makes the game unloadable, meaning each time I save it, and then load it (doesn't matter if I create the game with r469 or a previous version) the save is totally messed up, with very weird things happening (hierarchies broken, effects over the top, and so on).

    I know I should write a report with a minimal project, but I simply can't due to the sheer complexity of the game and my cluessness about what could be causing it: the only certainity i have is that r469 caused it.

    As I load a game, the console shows this:

    I assume it has to do with the recently added changable sampling mode?

    I need more info to create a proper report, so any help is appreciated!

  • I'd like to join my fellow Francesco and thank Scirra dev team for the awesome work they're doing! I'm working on my dream game thanks to your tool!

    Great work Scirra!

  • I just figured out it's caused by the DPI, and multiplying ScreenW/H x PixelRatio fixes it.

  • I'm trying to determine screen size in pixel using platforminfo -> ScreenWidth/Height. I have a 1920x1200 display and windows uses that res, but ScreenWidth only reports 1536x960 instead, for some odd reason.

    Due to this discrepancy, i can't properly set the game events to scale resolution according to display res. I'm not looking for the canvas size, which varies when resizing the game window, but for the actual screen res. I was expecting ScreenW/H to show the actual resolution. is there another way? And why ScreenW/H shows a resolution tha tis not correct?

  • Hierarchies is the right answer. Fundamentally there is no way to completely stop the lag with the pin behavior, such as scenarios where you pin A to B and also B to A. If you don't want to use hierarchies, you will probably end up with lag.

    Alright. The temporary solution is to put all the entities in the same project folder, that fixes it for now. I will switch to hierarchies after the next regular update on my steam game, since doing that will break savegame compatibility (DinoSystem is quite complex).

  • Use hierarchies instead of pin.

    I know pin is a superseeded feature, but i got reasons for using it in this instance.

  • I noticed there's a lag when an object is pinned to another object which is pinned to a third one, if you move it.

    I've put the 3 objects in the same folder in the projects bar, and that fixed it.

    Question1: is there another better solution?

    Question2: which is the best folder structure organization, considering this issue? I previously organized my folders based on type (player, vegetation, items, plugins, tiledbackgorund, etc) but apparently this is not the best way if i pin an arrow to a quiver which is pinned to the player...

  • Most bugs happen when people use this condition with objects that have multiple instances. Like "Enemy HP=0, Trigger once"

    Hehe, that's part of the natural learning process of C2/3 -> Trigger once for multiple instances -> bug -> learning For Each -> for each related bugs -> and so on...

  • The issue with NW.js not using the GPU on gaming laptops has been longstanding, but tools like Skymen's nvPatchUI seem to offer a practical fix for enabling the discrete GPU. It's great to see updates like r417 addressing this directly for WebView2, though real-world testing feedback from dual-GPU laptops would be valuable to confirm if it's solving the problem comprehensively.

    r417 doesn't work for me, because the exe that should be patched is msedgewebview2.exe, not the exported game's exe.

  • I know that scenario, although I've never left off my project for more than 2 weeks, it is huge and complex, and every time i return to it i feel the same you described.

    I would suggest to give the project some time: play it, find some smaller things you want to change/improve, and attempt to do that. Trial and error, familiarize, and you'll slowly grasp it again. Given enough time, it could work even with projects you did not create in the first place.