Ashley's Recent Forum Activity

  • The C3 runtime is not supported on iOS 9. Are you able to update to a newer version of iOS?

  • Assuming you're not using "Set playback rate" anywhere, then the audio playback is handled by the browser, not Construct, so I'm not sure there's anything we can do about it. As with any issue the key things to check are if there are any messages in the browser console, and if it reproduces in other browsers. If it's unique to Chrome I think it would be best to file an issue directly with them.

  • The problem is browser layout performance. I already described it in some detail in those earlier linked issues and pointed out some related Chrome bugs that have been filed, so I won't repeat all that here.

    Collapsed events/groups don't do layout for their children - so if you tend to keep most things collapsed and only expand the content you're working on, it should be faster. Additionally spreading content across different event sheets will also help. In the longer term, most browser vendors (including Google) are currently in the process of completely rewriting their layout engines to be faster, more powerful and more flexible. I think this will do a lot to help once they start shipping the various parts of that. Keep an eye on LayoutNG for updates on Chrome's side.

  • Nepeo don't backups to the "Browser" location also go in IndexedDB? The only thing I can think of that would get clogged up with gigabytes of local storage is if there are endless local backups that aren't being cleaned up. Additionally I've no idea where the OK dialog with the "serialized value too large" error message could come from - it looks like a dialog that simply displays the contents of an error as its message, which we should avoid (it makes no sense to the user and can't be translated). In fact if people are saying it appears randomly, maybe that's the backup timer kicking off at periodic intervals...

  • See the manual entry on expressions for a comprehensive list.

  • I think the difference will be negligible if there are only a few sprites, so you should choose the option that is easiest for your game design. As ever you can answer your own performance questions with measurements; if the options make any meaningful difference to performance then you can measure it, else it's not important.

  • The events are constantly true, so every tick you schedule a new 'Wait' with all those actions after them, which probably causes all the actions to conflict with each other. Try adding 'Trigger once' to the events so it only does 'Wait' once.

  • Are you using the latest release? The latest versions already group different objects on to the same spritesheet if they are consistenty used together on layouts across the project.

    Either way, it's a common mistake to put too much artwork in to one object - we've seen a number of cases where that was to blame for unnecessarily high memory usage, so it can definitely be a bad thing. Perhaps if you group a small number of large images together that can be a benefit, providing they're always all used together.

  • Taximan

    > To save memory you can group many objects in a single sprite

    I must say that it has already crossed my mind and I'm thinking about doing this. Although that would require some major changes to my event sheets. So you really had advantages with this?

    This is actually worse for memory management. Construct can only load or unload entire objects in to memory. If lots of objects are combined in to one it forces Construct to load everything, making it likely memory is wasted. If they are kept as separate objects there is better granularity to load some but not others, saving memory.

    But there is one thing I can't find info on is the Project property Max Spritesheet Size.

    It's only available on the beta channel at the moment. We only update the documentation when it makes a stable release.

  • FYI that is mentioned in the signalling server description:

    purchasing an SSL certificate to encrypt the connection to the signalling server, which improves connectivity for some devices

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  • I'm afraid I'm not telepathic - the reason we have all the bug report guidelines is to ensure there's enough information to actually be able to help. If you don't provide that all I can do is guess, and if you don't like my guess, then I suppose I should insist on the full details set out by the guidelines.

  • However, some more insight into how Construct manages memory would be a great fit there.

    That's also covered in the manual.

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Ashley

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