Ashley's Recent Forum Activity

  • Probably not, but as with any performance question, you can check yourself by making performance measurements both ways and seeing if there's a measurable difference. If not, then it doesn't matter.

  • The main problem on Android is GPU blacklisting due to buggy drivers. Visit chrome://gpu in Chrome for Android and it should tell you more.

  • Closing as this is posted in the Bugs forum not following the guidelines, so there is nothing we can do to investigate.

    r187 is an old build, the latest is r193. Try testing that since we may have already fixed the problem.

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  • jqquick223 - it's already fixed in the latest betas; when the next stable update comes around then everyone will get the fix.

  • It does one update and draw per tick, with dt being the time since the last frame as measured by the high-resolution timer API where available (instead of Date.getTime() which does not have sub-millisecond precision). There is also no assumption that the display will be running at 60 FPS, since displays which run at different refresh rates exist.

    The way I see it multiple updates per draw is just a good way to burn CPU time for little benefit. If there are fast moving objects you want to collision test more accurately or something like that, then a specific feature to handle that case is far more efficient than running the entire game's logic repeatedly.

  • C2 knows not to run any timer for sprites with only one frame. The animation speed does not affect this at all.

    Closing as this is in the Bugs forum and it's not a bug report.

  • fisholith - the system 'fps' expression is based on the number of frames over 1 second, and is probably a much less noisy measurement.

  • That's a good point, things have been evolving lately and it would be good to cover it in a blog post. After the next stable release I'll write up all the changes and our new advice on the blog.

  • I don't know what we can do about this - as far as I can tell we use the standard math for HSL adjustments, and this looks like some kind of floating point rounding errors are happening on the GPU. I tried improving the float precision but it didn't have any effect. So I'm afraid this is has to be closed as it's just an artefact of the GPU processing.

  • Closing as this report does not follow the guidelines so it is not actionable.

    Note that the multiplayer engine by design does not send information about which layers objects are on. You must send this information yourself if it is important.

  • If there are a different number of layers on each layout, then it's not possible to preserve the Z order and some objects will be bundled up together on to the same layer. This is by design. You should provide a .capx if you want further input.

  • Construct 3 will *not* be coming out soon. It's in our multi-year plan. It's not going to come out tomorrow

    People often ask about sales, but we can't say in advance when we run them. Sometimes people get upset if they buy just before a sale, but then if we announce sales in advance, people will just be upset that they bought just before the sale announcement instead. I don't think there's anything we can do about that.

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Ashley

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