Ashley's Recent Forum Activity

  • It's an old blog post but the composition technique described in Remember not to waste your memory is still relevant.

    What's the limit of memory for browsers today for HTML5 games (I did not find an unequivocal answer).

    There is no limit other than what the hardware can handle.

  • At least alphabetical sorting is consistent. If things are organised a different way, then things end up scattered in different places and it can actually make it harder to find things - you could end up going through the alphabetical list, failing to find it, and thinking it got deleted or something, but actually it got put somewhere completely different in the list. There's pretty much always a search box you can type in to, and that's probably still the fastest way to find things anyway regardless of the sort order.

  • A quick profile shows the biggest performance impact is that it's absolutely hammering collision detection. Turning off bullet stepping and "bounce off solids" and relying on a single "is overlapping" event is far faster, at the expense of slightly reduced precision at the point of impact.

    The bullets have to test collisions constantly as they move, though. Probably a much faster approach would be to use raycasting to immediately identify all the points of contact with the scenery upon creation, and then just tween the bullets towards the destination with no collisions enabled.

  • See the section on connectivity in the multiplayer tutorial series.

  • As noted in the manual, Sync object does not send data all the time, and you can also adjust the frequency of messaging yourself too with the bandwidth setting. In the lowest bandwidth mode, or if none of the data is changing, it will only send a message every 2 seconds, which is a tiny amount of bandwidth but still enough to bring any new joining peers up-to-date quickly. So it already automatically optimizes to only send on demand.

    I'm not aware that adjusting the frequency of messages has any bearing on cheating. Usually the authoritative host model is the best mitigation for that, which is the architecture the Multiplayer feature uses.

  • Please file an issue following all the guidelines, otherwise we can't investigate.

  • Don't use alert or anything else that waits when receiving network messages. It means that while it's waiting, other messages can arrive and overwrite the current message. It should always work fine if you avoid alerts/waits.

  • If the customers download a new webview package from my website, then that package will obviously not have any save data present. So they lose their previous save right?

    I don't think that's the case - I think the save data may be stored in the user data folder and so not affected by updates to your app. It should be straightforward to test this and verify it.

  • When an error occurs, press F12 and check the browser console for a more detailed error message. That may help identify what the problem is.

    It's possible you have a browser extension that is interfering with Construct and causing problems. Try removing them one by one until you have no browser extensions and see if it starts working after removing one.

  • I'm not aware that there was any outage and nobody else has mentioned it. Maybe it was just a problem with your Internet connection?

  • As noted in the memory usage manual guide, the initial objects placed on the layout are used to determine what to load when loading that layout, which helps optimise memory use for layout-by-layout loading.

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  • The expression round(n / 10) * 10 will round n to the nearest 10.

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Ashley

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