mistouluf's Forum Posts

  • Hello,

    I am experiencing a synchronization issue between the official HTML Element object and the Construct canvas when the camera moves.

    The HTML element appears to lag behind its expected position. The faster the camera moves, the larger the visible offset becomes. When the camera stops, the HTML element returns to the correct position.

    This looks like a temporal synchronization issue rather than an incorrect coordinate calculation:

    visible offset ≈ camera speed × update delay

    Minimal reproduction setup:

    A Sprite and an HTML Element at exactly the same position and size

    Both objects are on the same layer

    Layer parallax: 100, 100

    Layer scale rate: 100

    Layer angle: 0

    Z elevation: 0

    Simple HTML content:<div style="width:100%;height:100%;background:red"></div>

    No additional CSS classes or effects

    V-synced framerate

    Camera moved continuously across the layout

    I also tested the project with Use worker enabled and disabled, but it did not change the result.

    The Sprite remains correctly synchronized with the camera, while the HTML Element visibly trails behind it. The problem becomes much easier to see at higher camera speeds.

    It seems that the WebGL canvas and DOM overlay may be updated or composed at slightly different times.

    Is this a known limitation of the HTML Element plugin or the browser composition pipeline? Could Construct compensate for this internally, or update the DOM container at the same stage as the canvas camera transform?

    A speed-based prediction could reduce the issue, but an engine-level solution would probably be more reliable because Construct knows the exact camera position and rendering timing.

    Thank you.

  • In 60fps and vsync enabled, if i do every 120fps (with x seconds condition) ceck collision with paddle, it's simpler?

  • (>> physic2d behaviour add the collision angle expression)

    I have a ball that bounces off walls with a value of 1, but when I try to detect the collision as it bounces off the paddle for a brick-breaking game, it's delayed due to the 60 frames per second limit. I absolutely have to maintain 60 frames per second and use V-Sync.

    To test it, when there's a collision, I disable the ball, and after that, it has already started bouncing. How can I fix this problem and ensure the event triggers precisely at the moment of collision without any delay?

    I need it to make it bounce differently and manually.

    The best way to solve the problem would be to add the collision angle expression, as in lineofsight in raycast mode. The ball doesn't bounce, but when there's a collision, we make it bounce and not before; this synchronizes with the collision detection speed.

  • anty21ro

    Does your addon only load what's on the screen for optimization purposes?

  • I would like to reproduce the same effect as this demo made several years ago and is not accessible.

    Click button page 4, with the autowave parameter and if possible smoothing, but how does it curve line?

    construct.net/en/free-online-games/water-simulation-25287/play

    dropbox.com/s/pmcjiyl3yn48p5w/1dcwater.c3p

  • Idea for improving construct 3:

    1 - shortcuts to open /close windows (properties, z-order, layer, etc.) or simply focus if it is merged with another and not displayed.

    2 - When you move an event or an event group, if one or more variables exist inside, a message appears, "Cannot drag event here": because cannot find variable...

    3 - a window or a vertical bar, which contains the active views of the scenes and eventsheets to be able to select them more easily ideal with the first idea.

    User for many years, on construct 2 it was already possible to display /hide windows, thank you for your understanding...

  • i don't understand [insert]inserted text[/insert]

    I want to display part of the text in a different direction within the same global string

  • I found a solution: use DrawinCanvas and pixelColor with sprite collision polygon points. I created the project for you.

    This requires:

    DrawinCanvas(getPixelColor),

    Second ShadowLight for collision (pixel color),

    Second player sprite for collision (uses polygon collision points)

    in runtime:

    You can drag&drop light source, move player with arrow key, scroll in layout (work with canvas)

    in editor:

    edit polygon collision, modify shadowHeight individualy (from shadow caster)

    resolution of canvas (not affect detection)

    Youtube (video):

    youtube.com/watch

    Project File:

    drive.google.com/file/d/1kmcNZvUHXezepH6J5YOd325XL5nz10t2/view

  • Is there a way to synchronize the exact position of an HTML element (HtmlElement, Button, List, Slider) with the canvas when it's moved? Currently, there's a constant misalignment.

    For example, if text (canvas element) and button (HTML element) are linked in the hierarchy, moving their position with a c3_event causes this issue.

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  • can we use very large map of tilemap without difference performance than tilemap

    loads dynamically according to the camera ?

    For tilemap render and collision (and platform android or pc)?

  • make sprite at pos 0;0 with anchor all except right side, then on start, on hierarchy load or on create > return Y= 0

    After 0.1 seconds start layout = 228 or other (depend anchor)

  • Could you update this plugin? It's hard to do without, I'm still using R449...

    spriter_2d (brashmonkey): construct.net/en/make-games/addons/192/spriter

  • exactly, it's logical, we need to iterate multiple folder and sub_folder fastway possible, and in eventsheet with vsync its limited to 60fps.

    its not function list_content

    It's not the list_content query that's slow, it's the iteration and even having to wait for the end of the query from 60 frames

    Unity, Godot, Native Js with same filesystem service, doesn't have this problem with vsync enabled.

  • In v-sync (60 frame in event-sheet)

    when i need list_content (for more 40 folder), he take more 2 seconds,

    Perhaps it would be better to integrate the filesystem outside of 60 frames.

    With a custom loop for plugin

    Tagged:

  • Do you know how to use HTML, JavaScript and CSS?