Ashley's Recent Forum Activity

  • That's odd. You should file that as an issue.

  • I can't find any other limit in the source code, so I don't know why there would be a change at 0.01 specifically.

  • Fractional (floating-point) calculations are never exact on CPUs. It's something that affects all software development on all devices. In cases like this, you should not rely on exact numbers, and instead use ranges (e.g. >= 90) or small tolerances (e.g. within 0.1 of 90, although that will probably not be reliable in this case either, as fast rotate speeds may well step over that range).

  • IIRC there were some bugs using close-to-zero layer scales, and to fix them rendering is skipped if the layer scale is extremely close to zero (less than something like 0.0000000000000002). Using such tiny layer scales seems bizarre to me, lots of things will probably be broken if you scale in to that range anyway, as math calculations end up producing zero or infinity results.

  • The same property is used by the Particles object, and it works there. It's hard to say any more without more information.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Check the release notes to see what we've changed. I don't recall that we've changed anything about handling spritesheets recently though. As ever it's difficult to help unless there's more information to work with.

  • Construct 3 now uses JavaScript Modules, meaning each file has its own separate scope. If Peer is used as a global variable, you should refer to it with globalThis.Peer.

  • We did not change anything relating to spritesheets in r240.

    I would guess it's something else that changed and you falsely correlated it with the update, which is quite common.

  • It looks like the right code. It's hard to say any more than that from just this information.

  • Most modern browsers now treat localhost specifically as a secure host, even on HTTP, so you don't need SSL for localhost testing any more.

    Fetching data from preview to localhost counts as a cross-domain request - see the section in the AJAX manual entry for more details.

  • Blurs (and related effects like glows) are extremely performance intensive effects, because for every pixel, it has to sample a whole patch of other pixels and combine them. Sampling multiple pixels per pixel rapidly multiplies the memory bandwidth requirement. It's so intensive that a large-radius blur could end up lagging even on reasonably high-end desktop graphics cards.

    The best way to deal with that is to downscale the image to a low-quality version, process the blur on a small image, then stretch that back up for display. (Typically downscaling alone will cause some blurring, but in the case of a blur effect, that's what you want and so it works out well with big performance savings.) However Construct's effect compositor is exceptionally complicated, and we don't currently have support for doing downscaling like that, so for the time being we're stuck with hard-coded blur radius which can't be increased efficiently. I think the effect compositor will be rewritten at some point in order to support WebGPU, at which point we'll look in to other upgrades like downscaling blurs.

    So in the mean time, the option with by far the best performance will be to just pre-render what you want in to a Sprite and add it as a child with an offset (or a 9-patch for rectangular things as in AllanR's project). If you don't need a blur, you could also use a cloned sprite with a black color filter and opacity, which is still efficient since the color filter and opacity effects don't go through the effect compositor.

  • We're a small team with limited resources, and covering script interfaces for all addons would be a great deal of work. Further I'm not sure it makes sense in all cases - for example, perhaps you could just use setInterval() instead of the Timer behavior; the scene graph feature largely supersedes Pin; Rotate is trivial; etc. So my question is: which do you really need?

Ashley's avatar

Ashley

Early Adopter

Member since 21 May, 2007

Twitter
Ashley has 1,768,237 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
  • x125
    Coach One of your tutorials has over 1,000 readers
  • x74
    Educator One of your tutorials has over 10,000 readers
  • x5
    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
  • x42
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

32/44
How to earn trophies

Blogs