MikeMS's Forum Posts

  • In the video you only disable WebGPU for the project, not for the editor. You need to disable WebGPU for the editor in Settings to be able to enable the effects and see them in the editor. If you still think there's a problem, you'll need to file an issue following all the guidelines.

    Oh thanks, for the editor a separate setting now, I hadn't seen that. And didn't think that it would affect the preview too.

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  • The "SkendPow" effect also doesn't support WebGPU. You'll need to disable WebGPU and go back to using WebGL only for such effects.

    Construct has supported WebGPU for a couple of years now, just disabled by default until now, so there's been plenty of time for addon developers to provide a WebGPU port. I'm afraid this type of thing is one of the risks of using unmaintained third-party addons.

    But WebGPU is not enabled (Enable WebGPU - No), I show this in the video ↑↑↑ and they not worked also :(

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    youtu.be/G9B9WGPWslg

    For example, this effects add-on construct.net/en/make-games/addons/44/skendpow. This "squares" must moves, but in the new construct r458 - they doesn't, and enable button can't be pressed. Same with mine add-on and with a lot other...

  • Webgl only effect will be hidden if webgpu is enabled in the editor or the project.

    No, WebGPU is not enabled (Enable WebGPU - No). It is in project but not working and by bressing Enabled - nothing happened.

    Asmodean thanks for confirmation, but please check if they works please, not only in the list :)

  • Hello, everyone! After the latest update to version 458, my effect add-on stopped working. I can't even click to enable it in the editor, and I can't figure out what happened or what changes I might need to make to it. Without it, it's impossible to work on the game now. I'll have to roll back to the previous version of the construct for now... (

    Previously, it was possible to easily view the standard Construct effects and make changes based on them, but now with each update, it's impossible to understand what has changed...

    Thank you!

    P.S.: I tried some other effects from Construct website and they are also not working after the last update! 3 out of 4 that I checked is also not working, for example "SkendPow" (which on first place of downloads), "LinearLight", "rgba channel separation"...

    Can somebody confirm that?

  • if you get problems of pods not found and Ruby version wasn't supported, follow this step

    Install Brew brew.sh

    https://stackoverflow.com/a/31250347 (Skip the gem install bundler)

    and then call brew install cocoapods

    Huge thank you arcadesindo and Chadori for the solution!

    I needed to update my game with minor changes and I got stuck with the same problems, while less than a year ago I built a build and there was no problems (by the way, my project does not use any 3rd party plugins). And now the message about an incompatible version of swift and the absence of "pods". Not finding this solution immediately I started to update the old xcode 11, but to update it, I had to reinstall MacOs to the new version, but in the end still got the same errors in xcode 14. Then after finding a solution with an incompatible version of swift I encountered a problem with the lack of some "pods" I tried first to install via "sudo gem install cocoapods" but ran into an error during the installation which I could not overcome. In the end this tip with installing brew and then installing cocoapods through it saved me.

    P.S.: By the way, installing pod through the console to every build is very annoying...(( I hope all this problems will be solved some day.

  • Also encountered this error and black screen (my game doesn't even use third party plugins). Thanks for suggested by someone to try to use NW.js version v0.76.0 - it worked! Something seems to be broken there( I hope they will fix it.

  • Yes, nice idea Overboy! Thanks!

    P.S.: Just not sure what you mean about "no matter the size of its texture" - I think the generator itself should work as it works now in terms of textures size - if it can't pack all sprites in folder in one spritesheet of required size - it just increment file name and generate another spritesheet for this folder.

    So, instead of spritesheets name like "shared-3-sheet7.png" it can be like "[FOLDERNAME]-sheet5.png"

  • Hello everybody!

    In this thread, I would like to draw your attention to the generation of spritesheets (shared) in large projects.

    I described my problem and the vision of its solution here:

    https://construct23.ideas.aha.io/ideas/C23-I-346

    You can also vote for it there.

    Also, while this problem exists (at least for such large projects), it would be interesting to hear your ideas and thoughts on this matter. Thank you!

    Or read it here:

    Spritesheets packing improvements. (for less memory consumption in big projects)

    Hello! Sorry my English, but I hope you will understand me)

    Description and the problem:

    I'm working on a big project. The game includes a lot of sprites for different parts of it - sprites for outdoor levels, sprites for indoor levels, another planet sprites, for different mini-games, images for the gallery (like bonus materials) and e.t.c... So, I facing a significant problem with memory waste, because of generated spritesheets also contains sprites from the part of the game that currently is not needed at all.

    Just for example: in a generated spritesheet with 1-2 required object at the moment in the current game level - I see a lot of stuff from the another levels (with not cross-used graphics) to which the player will reach only after a few hours and it will be on its own layout... OR a sprite-sheet with one frequently used inventory item in it and bonus-gallery images (which is accessible only via main menu screen layout), which even not a "sprites" but just images placed in files folder of the project. And there is a lot such examples.

    I was forced to reduce the size of the generated sprite sheets to 512x512 just to exclude a lot not needed "at the moment" sprites - and got significant (from about 390MB to 310MB) memory usage reduction. Even though the overall image packing density has worsened because of this.

    The way to fix this and organize spritesheets generation (my thoughts):

    We already have in Construct nice folder structure for the project files organization, and usually developers store all things in their logical, corresponding folders (for example: files for gallery - in one folder, characters - in other, mini-games graphics - in corresponding folder, factory levels, another planet levels.... e.t.c., e.t.c...).

    ► So, I suggest to make a checkbox setting in a project settings which will enable per-folder spritesheets generation. While enabled - it will "batch" generation of spritesheets not for whole project at once, but per folders. So the dozens (or even hundred) of sprites in one folder will not mixing in their spitesheets with hundreds of sprites from another folder.

    I believe, for big projects this will help to reduce memory usage significantly. And it looks like it's not hard to realize this kind of spritesheets generation.

    Thanks for your attention!

    Tagged:

  • Jase00

    dop2000

    Thanks for the replies!

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  • It won’t affect performance one way or another. Using something else is just to organize things.

    Ok, thanks!)

  • Hello! My couple of questions:

    1. I am making a fairly large game and gradually the number of global variables becomes big (about 50). Not all of them are used frequently. Therefore, I began to think, or maybe it is worth taking out the most unimportant of them, for example, in the Dictionary and accessing them through it? This is of course not so convenient, but I read articles on the Internet and many people say that it is better to avoid using global variables unnecessarily. Will reducing their number by 10-20, affect performance, or is it all too insignificant?

    2. Is it true that if I enable the "Static" parameter for a Global Variable which will not change, this will increase performance?

    I would like to know the opinion of experts!) Have a nice day everyone! Thanks.

  • Sorry for third post in a raw, but it's more than 30 min passed...

    And I have interesting message in Chrome if I pressed Construct 3 shortcut in it. Notice that it's after I reinstalled it:

    "Learn more" leads to this page: support.google.com/chrome/thread/174381169

  • You have the "Open in Construct 3" option, so that means Construct is already installed as an app in Chrome. That's why you can't see the "Install" option.

    Have you tried opening it by clicking on "Open in Construct 3"?

    Edit: Sorry I missed that part of your original post.

    Try uninstalling C3 by opening it using the Open in Construct 3 option, and then going into the menu in the top right and choosing the Uninstall option. Then try installing it again.

    No, unfortunately that didn't help. I successfully Uninstalled C3 as you wrote it, and then - yes "Install Construct 3" option appears, I installed it, but after launching it from appeared shortcut on desktop, I get the same behavior: