Ashley's Recent Forum Activity

  • I had everything that moves down the screen under an "Every Tick". I just had to change that to "Every 0.016 seconds" to simulate the same speed at any refresh rate.

    I would advise against doing that - very small times in 'Every X seconds' can still actually be framerate-dependent, as noted in the manual. For example if the game dips to 30 FPS on a slower machine, "Every 0.016 seconds" will actually be running every 0.033 seconds, and hence the game slows down in a framerate-dependent way. Also at higher framerates like 120 FPS, you'll have a janky appearance from moving things at a lower framerate than the game is actually rendering at.

    The correct solution is, as before, to use dt. There is probably some movement happening in "Every tick" that isn't using dt and ought to be using it.

  • It probably just means you're not using delta-time correctly. You can take the stock games in Construct like Kiwi Story and run them in unlimited framerate mode, and they work exactly the same. Here Kiwi Story can run at 2500FPS+ and it's pretty much indistinguishable from 60 FPS.

  • See the tutorial delta-time and framerate independence. If correctly designed, it should not matter what framerate the game runs at - the game will continue to run at a regular speed and work correctly.

    There are two ways you can check this is done correctly:

    1. Set the timescale to 0, and everything should stop. This is a good way to pause the game. If something keeps moving with a timescale of 0, it's not using dt.
    2. Set the framerate mode in project properties to unlimited. On a high-end machine this lets the game run at thousands of frames per second. It should still work the same.

    If anything, higher framerates should make the game more reliable, as it's less likely fast-moving objects will step over obstacles and fail to register a collision.

  • It is indeed a bug, but it was easy to fix so I already fixed it for the next beta. There's no need to file an issue for it.

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  • My intention was to simply use them as reference for creating a second independant version.

    This is still what caused really bad compatibility problems. People ended up with multiple versions of the same plugins, all with different features and bugs. Eventually the official addon gains extra features and supersedes the variants, but then old projects are stuck with old addons that have unfixed bugs and are difficult to change over. It's a really bad idea, please don't even try to do it.

  • The built-in addon files are deliberately not exposed anywhere. As we learned from Construct 2, people tweaking built-in addons causes appalling compatibility nightmares that are much worse than any improvements you made.

  • Construct automatically loads projects layout-by-layout. See memory usage.

  • The built-in Game Recorder object should already support this. If you specify an audio format when starting a recording, it records the Audio plugin's output if it's in the project. If you have used UserMedia to request microphone input and routed that to an Audio tag, it will come out the Audio output too.

  • It's a PNG icon. It's supported everywhere. There's no need to use .ico.

  • Construct does already add <link rel="icon" ...> inside the <head> tag.

  • This work should not have affected your apps at all.

  • The build service maintenance has now finished (a little earlier than planned at around 15:45 UTC). We've done a wide range of software upgrades on the build service, and implemented some robustness improvements that should help ensure it keeps running reliably in the long term.

    We will continue to monitor the reliability of the build service and try to make further improvements if the situation does not improve. If something has changed on the build service that has broken something, or it otherwise seems to be not working correctly, as ever please file an issue to let us know.

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Ashley

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