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    We noted some of the downsides of using WebAssembly in this blog post 2 years ago.

    "50 times faster" is also a massive exaggeration - from what I've seen it would be more like 20-50% faster in certain specific cases. It also would likely make no difference at all in many cases, since a lot of games aren't CPU-bottlenecked in the first place. Then it would be a huge amount of work to rewrite the entire engine in WebAssembly, with high on-going maintenance that would permanently slow down development and therefore reduce the number of new features we could work on. Given we already made some huge performance improvements in the C3 runtime, all just using JavaScript, I don't think it's necessary or worth it.

    We do already use WebAssembly in a few places though - notably the physics engine uses a WebAssembly build of Box2D, so the physics engine is already native-speed, Advanced Random uses a WebAssembly module for noise generation, and the WebM Opus encoder/decoder is based on WebAssembly.

  • No. See Performance tips

  • For pixel-perfect rendering, you have to use 'Letterbox integer scale' fullscreen mode. 'Scale outer' allows fractional zoom levels which results in issues like this for pixel art games.

  • Tick 'Package assets' on export. It can make the app take a bit longer to start up though.

  • Cordova apps are architecture neutral so you don't need to do anything - they already support both 32-bit and 64-bit, and always have.

    If you add plugins that use native code though, they might need updating. I don't think any of the defaults, or anything built-in to Construct, uses any native code. So it's only something to check with any third-party addons you use.

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  • It sounds like you forgot to add the new file for a new layout, committed only the update to the project file, and then tried to open the project. You have to remember to commit new files too. We have a tutorial on using SVN - different to Git but there should be a lot of similarities since source code management tends to work similarly.

  • It looks like the device has a broken graphics driver.

    According to GSMArena it's a 4-year-old device with an Intel chip, which is fairly unusual. If the graphics driver doesn't work the browser disables WebGL support, which the C3 runtime now requires. If canvas2d in the C2 runtime looks glitchy, that's a strong sign it's a graphics driver problem.

    Other Android 5.x devices should be fine. In theory it could be fixed on that device with a software update, but given the age of the device that seems unlikely now.

  • From just this, all I can say, is it should work. I've previously tested it successfully works. If it doesn't the important thing is to figure out a series of steps - that must involve waiting for the "ready to use offline" notification to appear - that results in it not working offline, and file a bug for that.

  • FYI the latest releases of Construct 3 should warn you on export if you use images that are larger than some devices support (currently 4096x4096).

  • Multiplayer is one of the most complicated features - even making small changes can be very difficult, and it's particularly time-consuming to test. Host migration in particular is extremely complicated - it would have to transmit the entire state of the game to a different peer, and then your events would be super complicated too, as you have to switch over the new host from peer mode to host mode, switch over all other peers to recognise a new host, and if at any point you get it wrong things will go haywire, and you'll face similar issues with the high complexity of multiplayer logic and the very time consuming and difficult issues that come up in testing. (For example a typical issue would be: about 1 out of 10 times in host migration, you end up with the wrong groups activated and the game doesn't work, and it's an absolute nightmare trying to figure out why.)

    I think the main issue with the Multiplayer object in Construct is the forbidding complexity of multiplayer logic is generally a poor fit for a simple, no-coding tool that generally attracts non-technical users. You have to think about multiple copies of the game all running simultaneously, but all on slightly different time delays, with an authoritative host and thin-client peers running various kinds of prediction to hide lag. It's a lot to ask for people who are new to all this. On top of that we are a tiny team (we have just 3 developers, and some competitors have dozens or even hundreds), and it is such hard work to develop multiplayer features that it carries an enormous opportunity cost as we'd basically have to cancel a bunch of other feature requests to do even one multiplayer update. So in the end working on multiplayer is a low priority. As it stands though it's still pretty good for small casual games without needing to set up any infrastructure, which I think is a decent fit for the type of tool Construct is.

  • In Construct, all triggers are synchronous. This means no matter what happens, they always run one after the other - there is never any "overlap" or parallel execution. However the order is not necessarily guaranteed, especially with networking if you don't have ordered delivery.

  • The downloaded C3 desktop app is completely independent of the browser version. It has no effect on whether you have the option to install in the browser. If that option doesn't appear in the browser, it's probably because you already installed it.

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Ashley

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