Ashley's Recent Forum Activity

  • The library we depend on for Android publishing - Cordova Android - only recently published an update to meet the latest requirements. We've now updated to use that, but then it needs some more time for the update to reach a stable release as per our normal release schedule.

    These days Google increase the API level requirement once a year, so I don't think there will be any new requirement until next year. Sometimes updating does not require any changes at all, but this year Android made a range of changes that mandated updates and so meant a bunch of things had to be changed both in the Cordova library and in our code. All the work's done though, and it's there on the latest beta releases.

  • I haven't isolated the issue yet on a blank project, but my project is a bit jittery when vsync is on, as well as slight input lag (as always with vsync). This happens even on a 240hz monitor with vsync on.

    At 60 Hz the frame display latency is 16ms; possibly 32ms if it takes two frames for a change to appear. At 240 Hz the frame display is around just 4ms, or 8ms if it takes two frames - a fraction of a single frame at 60 Hz. This suggests vsync is not actually the thing imposing latency; it may not be the cause of jittering either. Are you sure it's not that your project is using too much CPU/GPU? That would also explain why it would be difficult to reproduce in a blank project.

  • I think we will leave the current platform up until the end of 2022 and then move to annual refreshes. I realised the description and forum post were out of date so I updated them to clarify that.

  • I think you'd need a custom shader effect for this - basically like replace color but replacing with transparency instead.

  • At this time your only option is to use the latest beta, which has been updated to support API 32. If you can wait, that update will make its way to a stable release in the next few weeks.

  • If you are already familiar with JS, then what kind of content are you looking for exactly? Construct uses the same JavaScript code as used everywhere else in the industry.

    In case it helps we have the Learn JavaScript in Construct tutorial series and the Construct for JavaScript developers quick start guide.

  • All modern browsers restrict autoplay to prevent web pages annoying users. It's documented in the Audio manual entry.

  • No, external pages have their own styles, and web content can't normally override that.

  • That blog post was written a decade ago (!) and was mainly trying to make a different point about not fussing over pointless performance questions - there's more useful and more up-to-date advice in the manual section on Performance Tips.

    The specific example with collision checks was probably made redundant by the subsequent collision cells optimisation, which is far faster, assuming the objects are all reasonably spread out. It completely avoids the N x N collision checks scenario.

    However there are still other ways you can end up with, say, 10000 tasks that you want to perform every tick. It's true that if you can't do that in one frame, then doing it irregularly will jank. Here are some better ideas:

    • Only do some of the tasks, rather than all (e.g. for content on screen or near the viewport, rather than across the whole layout)
    • Lazy-compute things when actually needed - i.e. don't do any of the tasks, but if you detect that 100 of them need doing in response to some player input, perform those on demand
    • Spread the tasks out by rotating through them, e.g. doing 1000 tasks per tick, meaning it takes 10 ticks to rotate through all 10000 tasks. (Note however this adds a subtle framerate dependence, so it may have to be designed carefully.)
    • Redesign things so you don't need to do that in the first place (which depends on what exactly you're doing)
    • If you're willing to write JS code, you could start a Web Worker and crunch through all the tasks in parallel to the game running without affecting the framerate at all. (The Pathfinding behavior adopts this approach internally so expensive pathfinding calculations don't affect the framerate, no matter how heavy the workload.) Not all types of tasks lend themselves to this approach though.

    In general, be a little wary of advice from posts that are many years old! Things change a lot over time.

  • If you closed your project without saving it, unfortunately you've lost your work. Make sure you enable auto saves in Settings to avoid this kind of problem. It's essential to make regular backups for all important digital work.

  • The "pick by comparison" conditions do more work than the equivalent built-in conditions, so the second case is probably faster, but in general questions like this are a waste of time.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Just use a normal <link rel="stylesheet" href="..."> tag in the iframe's HTML.

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,536,920 followers

Connect with Ashley

Trophy Case

  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • Forum Wizard Made 5,000 posts in the forums
  • Forum Unicorn Made 10,000 posts in the forums
  • Forum Mega Brain Made 20,000 posts in the forums
  • x109
    Coach One of your tutorials has over 1,000 readers
  • x69
    Educator One of your tutorials has over 10,000 readers
  • x3
    Teacher One of your tutorials has over 100,000 readers
  • Sensei One of your tutorials has over 1,000,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • RTFM Read the fabulous manual
  • x38
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs