Ashley's Recent Forum Activity

  • No, the free edition won't be for commercial use. If you're making money from using Construct 2 though, why not buy a license?! :P

  • What was the full description? It's always good to provide all the details so we're not left guessing! Maybe upload the file somewhere so I can try myself?

  • Before you clicked import, what was the format of the WAV file? It should display it in the list. Unfortunately despite the fact WAV files all have the same extension, there's hundreds of different kinds, and the OGG converter only supports certain kinds. Anything which says "PCM" ought to work though.

  • Out of interest, what is your graphics card? (You can check in the about screen with a layout open.)

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  • What's the syntax error and what's the expression you're trying to type in? (See #2)

  • Right click the sound or music folders in the project bar and click "Import".

  • Yes, it should be fine. The best way to measure framerate is actually delta-time - it's linear and frames per second is nonlinear. Basically, the difference in a real game should be nothing, it's only when you measure empty levels that you can see the effect the tiny difference has.

  • The problem was there was a function in the runtime - "GetObjectTypeByName" - that loops every single object type and finds the one with the given name, case insensitive. For behavior management, this was called once every tick. This meant if your project was huge (hundreds if not thousands of different object types), it was doing a fair amount of work per tick. I came up with a faster way that doesn't need to loop every single object type, so now it barely does anything every tick.

    Now for various reasons I think

    • it won't reach the 11,000fps of an empty layout in a new game, and
    • it doesn't matter.

    In the runtime there's a certain amount of work that must be done every tick, and some of these jobs invariably take slightly longer for large projects. However, the difference is (now) incredibly tiny. Remember: 11,000 fps means one tick lasts about 91 microseconds. That's obscenely fast. If that drops by half to 5,500 fps, each tick is now taking about 182 microseconds (less than a fifth of a millisecond).

    At the super-high framerates you get with Classic, tiny insignificant amounts of CPU work are vastly over-represented. For real games a change of 91 microseconds per tick has no effect. None. However when Classic is essentially doing nothing per tick, such a tiny change seems to be trashing your framerate. It doesn't matter though.

    So I think the big one has been fixed - but there shouldn't be any other significant performance issues. If in doubt calculate your delta-times instead of framerates, and you should see you're doing just fine.

  • No, not yet - right now a plugin's the best way to do it, but I was hoping to add a feature to the Browser object in future to do this.

  • The next build (should be out tomorrow) has a "stop" action for Audio!

  • You have to drop them in to your r1.2 <install directory>\Data and hit Preview inside Construct to use them.

  • I was having a quick look and almost immediately found something that may have been the problem - if anyone else wants to try, have a play with these runtimes:

    http://dl.dropbox.com/u/15217362/fasteruntimes.zip

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Ashley

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Member since 21 May, 2007

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