General J's Forum Posts

  • FIXED:

    My browser's Hardware Acceleration was disabled. If you're experiencing this problem, check this article and Ctrl+F "No hardware acceleration", or just check your browser's settings. https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips

  • Trying to figure this out. My current project is a pixel game at a window size of 480x270. Whenever I preview the game in its standard resolution- its fine, and behaves normally.

    Whenever I try to fullscreen the game however, it slows to a crawl.

    I noticed that this even extends to the default example C3 projects, as well as games in the scirra arcade.

    I've tried all three preview modes in the settings (Popup, Browser, Dialog). All three previews still have this issue.

    My machine is a VR-capable rig so I don't think it's a hardware issue. This problem doesn't exist on my C2 projects.

  • Just popping in to say that this solved my performance issues in the browser. While I think the browser integration is fantastic, and certainly has its place- a pure-browser stance isn't what I prefer.

    I don't know what the community consensus is, just contributing my two cents.

  • I haven't had any problems running it in the browser on various devices, including my phone and a 10 year old potato. Do you use any extensions/plugins?

    You can try the desktop exe version... which is running in a browser wrapper. But at least it (should be) a clean browser wrapper. construct.net/en/forum/construct-3/general-discussion-7/construct-nw-js-desktop-app-131317

    Only an anti-adware/malware & a darkmode extension (which I disabled)(Also; Chrome).

    This solution seems to work great though! Exactly what I was looking for. Do you know if this method prompts for version updates or will I have to manually check & do that?

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  • I want to jump ship from C2 to C3 but the only thing holding me back is the performance issues from having the application be browser-based.

    Interacting with the Layout has this weird, sluggish performance latency. I doubt its my machine since its a VR-capable rig.

    I know there's a way you can pop C3 out of your browser but its effectively still a browser window and the problems persist.

    Is this truly just how C3 is, and there's no changing that? Browser integration is a fantastic feature and I do applaud it, but the drawbacks of this system far outweigh the benefits if there truly isn't a standard .exe application. I mean there's a ton of reasons why we don't run all of our apps through our browsers.

  • I know what Global/Local variables, groups, and includes all generally do.

    However, could someone accurately summarize how the relationship between them is modified?

    For example; When and Why should I use a Local variable in a group in place of a global one? What things and differences can modify and pull from Local and Global variables respectively?

    Also, how do Includes modify potential changing of Global & Local variables if at all?

  • Here's the situation:

    I have two text box objects. One called "Input", and one called "Output". I want the "Output" text to be the "Input" text, except I want it to insert "&newline&" after a variable amount of characters. Let's say 44 for example.

    So while the input box would read: "The quick brown fox jumps over the lazy dog. The quick brown fox jumps over the lazy dog.", the Output box would read: "The quick brown fox jumps over the lazy dog."&newline&" The quick brown fox jumps over the lazy dog."

    This is ideally to be a tool to assist a dialogue system that I am working on. I feel like it can be done, but I'm just not familiar with that level of functionality. If you have any ideas, please let me know. Thank you.

  • Hey, while on topic:

    Do Scirra Store assets and templates work with C3? Or do they currently only work with C2?

  • Trying to using my existing Scirra account information and it says that I have an incorrect password after repeated attempts.

    I manually logged into the Scirra website using the same information as confirmation that it is correct on my end.

    Anyone else having similar log-in issues?

  • Holy shit your isometric Z-Ordering is on point!

    Freaking out because I wanted to do something like this. Not an intuitive and highly accessible co-op puzzle platformer mind you, but a pixel-art based multiplayer game in the isometric perspective nonetheless.

    If it isn't too much to ask, could I trouble you for a short conversation on how you learned to do that? Making the z-ordering so good I mean. I've exhausted my research on the topic and have pretty much given up hope.

    I will not purchase C3 while it is on a Subscription-only model.

  • With the way my game handles enemies and enemy spawning, as well as how I want certain variables to reset and some to not reset when the player dies- it feels so much easier to have a Save/Load system under a "checkpoint" save file and load that.

    Initial testing shows everything working exactly as intended. I wouldn't mind the Audio music track to play continually through resets instead of going back to the initial point when the checkpoint was saved, but that's fine if it can't be fixed.

    Will this have any negative impact on performance or something else that I'm just not seeing right now?

  • That's exactly what fixed it! Thanks!

  • I have a dialogue system that has two states. Either "WaitForInput" = 0, or 1.

    Meaning it has a state when the text is still scrolling by and when the text is finished and awaiting the player's input to continue.

    I want to let the player hit the Enter key to skip the dialogue to the end of the scrollby, as well as use the Enter key to advance the dialogue when it has finished the scroll as well. (As defined by those two separate functions)

    The issue is when the player hits 'Enter', it does skip to the end the first time, but then when Enter is hit another time to advance the dialogue, it automatically skips to the end of that dialogue- negating the scrollby effect. To my understanding- it's because it's functioning like:

    WaitForInput = 1, meaning the dialogue has ended. Player needs to hit Enter to advance the dialogue.

    Player hits Enter.

    Dialogue is advanced and is scrolling by, but because the switch caused WaitForInput to equal = 0 now, at the same instant that Enter is still being pressed, it activates the skip function every time.

    I think there is a fundamental easy step I'm missing to ensure that double-actions don't happen on single key functions, but I'm just not seeing it. I know this has got to be a problem someone else has faced before. Any insights?