Ashley's Recent Forum Activity

  • Please file bugs on the issue tracker and refer to the C3 runtime manual entry for browser support details.

  • Thanks for spotting, fixed.

  • It's not sensible to use timescale to fast-forward the game because:

    - it will result in too large steps per tick for any of the game logic to work correctly

    - even if the engine did additional steps to compensate, running at 100x speed will require 100x the system resources - so you will hit the system hard locking the CPU on maximum usage, and likely not get close to 100x speed as a result. (e.g. if your game uses 10% cpu, this approach could only let you speed up to 10x before you run out of CPU time to go any faster)

    The solution, as with most things in games, is to fake it. Just use 'set position' or use some other kind of effect to advance the game faster. The user likely cannot actually follow what's happening at 100x speed anyway, so you just need to make it look convincing while moving the player far ahead enough to save them time.

  • We also need you to follow all the bug report guidelines, such as providing an example project, to be able to help.

  • It's always easier to help with an example project. Without one, I can only say it sounds like your timescale is far, far too high - 50x or 100x are both extreme values that the engine is not designed to handle. So, don't do that.

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    This is a 2-year-old thread about a topic that's been done to death so closing. Please don't bump old threads, especially controversial ones, since it could be misconstrued as intending to create controversy which is against the Forum & Community guidelines.

  • If you're ever unsure just look in the About dialog - it tells you what version you're using there.

    The update system is designed for the common use case of moving between stable releases. I don't think using beta releases in a classroom environment is a common use case or something we should be optimising the update system for. So I'm not really sure what could be done about this.

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    The main problem with multiple games with lots of players, is the bandwidth requirement increases exponentially with the number of players. This affects all kinds of multiplayer games and is a difficult design problem to solve regardless of the technology involved.

  • Are you using beta versions in a classroom? I wouldn't recommend that, they can be pretty buggy sometimes. If you just stick to stable releases, isn't it straightforward?

  • Unfortunately Construct can't change installed apps for you. It's just like creating a bookmark - web pages don't have the power to alter the URL of the bookmark, you just have to bookmark the right URL in the first place. It does sound like lots of people keep running in to this, but I'm not sure what we could do about it.

    Also:

    Why isn't it sending me to the beta version??

    Why would it? By the time a stable release is out, the beta version is out of date and the stable release is newer. Do you really intend to keep using an old version?

  • The window load event fires as the runtime is loading. So assuming your script runs after that, it will not fire in your own scripts. You can just write your scripts assuming onload already fired.

  • The new built-in functions feature is a small step towards this. However it's a huge project, and has a high opportunity cost as it would offset all other work for a long time. So I like the idea but I think it will only be feasible to tackle it in the long term.

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Ashley

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