Ashley's Recent Forum Activity

  • Because the problem is with the Internet, not Construct. It's related to IPv4 address exhaustion. Unfortunately we cannot replace major parts of Internet infrastructure by ourselves. Any other software or company using the same approach has to use the same Internet.

    You can't blame car manufacturers for poor quality roads.

  • What's a TURN server and how does it relate to enabling mobile connections with NAT restrictions to connect properly using the Multiplayer plugin?

    I think it would be best to do some research on Google - this is a complex area and will involve setting up other software which we don't make, so can't help you with.

    Yeah sure, but Construct is marketed as a tool that enables cross-platform game creation where mobile gaming is a significant component

    The problem is the Internet, not Construct. Any software using the same approach will have the same problems.

  • To schedule things with audio, make sure you use Audio.CurrentTime for timing - that's the audio clock, which runs separately to the game clock.

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  • Typically you'd use a TURN server to relay traffic, which has on-going bandwidth costs. Even then, you can't get to a perfect 100% connectivity rate. The Internet is simply too chaotic and unpredictable - sometimes connections simply can't be made.

  • It's just above it, in the "Video formats" section.

  • ihvan020 - FPS is unrelated to RAM, so you should start a new thread to discuss that separately to this.

  • Yes - offline support works identically in C2 and C3.

  • As far as I can tell, with the latest releases (which have a new spritesheet size property letting you customise memory vs. performance as well as several other optimisations), C3 projects have around the same memory use as C2 projects. I think I even verified this with a project you sent me!

  • I think this only refers to the Xbox Live service, not support for UWP apps.

  • The limit is imposed by the browser. Firefox has a 1MB limit before truncating the JSON file and throws an improper termination error.

    No, this is not the case. Firefox has no such limit. Chrome has no limit either.

  • Most browsers impose a quota based on a fraction of the available disk space. Construct 3 can tell you this in the About dialog - for example on my system it's got a quota of 31 GB. It will vary depending on the device though.

  • I can't convey enough what a huge gulf there is between a simple experiment that looks like it works, and production-grade software that scales to real games in a range of real cases. Sure, you can upload a texture every frame, but this nukes performance on some devices (especially low-end Android). It's similar to the text-object-changing-every-frame performance hit that some people run in to, which uses a similar approach of texture uploads - however animated SVGs are likely to be significantly worse, since they would likely be used with many more instances and at larger sizes. Synchronous texture uploads can also jank the game; asynchronous ones have complex scheduling issues and can introduce a visible delay. Simply dumping everything in to a texture per-instance will end up using a colossal amount of memory if you have lots of instances showing differently - probably enough to crash the game on some devices.

    When I say it would be very difficult, it's not a question of "can it be done?" - as with most things it's easy to whip up a basic demo that shows something working. The real question is "will it work well once scaled up to the demanding requirements of real-world games?"

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Ashley

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