Ashley's Recent Forum Activity

  • Firefox support is now enabled by default in r55. Thanks for your help testing!

  • C2 and C3 are great for browser games - like well they are HTML5, but for any other type of use they are only good for prototyping.

    Why do you say that? I already pointed out how our engine is more or less as fast as other native engines. Everyone keeps bringing up v-sync, talking about a bug that was literally fixed in 2014. It's not been an issue for years. With today's tools and capabilities - what's the issue? There literally is none as far as I can tell, people are just dredging up old and years-ago fixed bugs to try to make their case. As far as I can tell this is nothing to do with technology, it's entirely just people's perception of it - which means there's nothing for us to actually fix in our code...

  • If you use the Physics behavior, it's this bug. Otherwise please file a bug report; if you see the guidelines we generally don't want your whole project anyway, generally just creating a new project with the same plugins and behaviors is enough to reproduce a minify bug, and it should be easy to narrow it down further.

  • Visit editor.construct.net, use the "Add to desktop/homescreen" option to get an icon on your desktop, then you can run it like an app and it will work offline too. Why not just do that?

  • If you're GPU bound, you can forget about the whole CPU side, like issuing draw calls. If high quality fullscreen mode is slow, it's most likely simply because it has to render a larger area, i.e. it's entirely limited by fill rate. This is exclusively to do with the memory bandwidth of the GPU hardware. The exact way the GPU renders those sprites isn't really important, it basically comes down to "how many pixels are drawn?" and if that's a bigger number, it is slower.

  • There's no layout size restriction. Generally there aren't any hard-coded limits.

  • I'm not really clear on what you are doing. Do you mean you're using a sharpen shader effect on lots of individual instances? As the performance tips manual entry states, that can be slow and it can be more efficient to process it on the whole layer instead.

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  • Ah, thanks - that was enough of a clue that it was to do with paths that I finally figured it out. If you disable "Use new Intel XDK project format" it tries to export to an empty path (which ends up pointing at the install directory). It's fixed in the next build, and you can work around it by enabling "Use new Intel XDK project format".

  • I can't think of any limitations with the tilemap at all. You should be able to use any size tilemap with any size tiles and it will work more or less the same.

  • Browser makers are as performance-obsessed as any game engine - especially Chrome. Did you know, for example, it queues all WebGL calls, posts them to another thread, and runs them in parallel as JavaScript execution resumes in the main thread to start processing the next frame? That's an incredibly complex multi-threaded architecture that helps effectively eliminate the overhead of the graphics driver by overlapping it with the next frame's logic. That is so complex to implement that some native engines don't even try, and we get that for free in Chrome. I don't think you properly appreciate just how sophisticated modern browser technology is, and it's one of the reasons we now see C2 benchmarks in Chrome actually rivalling or even exceeding other native engines on the market. And still, we have people here who think we somehow have a slower or inferior engine in some way due to HTML5. You need to catch up - our HTML5 strategy has worked out great, and that is the reality today; it's not 2012 any more.

    Anyways, even just using Unity as an engine is a colossal amount of work. It's basically the same as us writing our own native engine, but using Unity as the framework. It's a forbidding amount of work for a startup and will push back everything everyone else wants by months, and - for what? Performance won't be that much better, if at all (I've read several criticisms of the poor performance of Unity for 2D games since it carries a lot of overhead from being a 3D engine). I think all it gets us is PS4 support. I agree that is important and can see how significant that is for many indie games, but that's not something we can justify that amount of work for right now. There's also a chance they could add HTML5 support anyway, like the Xbox One has, making such a project pointless and extremely risky in terms of investing our resources. And hey, at least you can publish to Xbox One with the Xbox Live Creators Program, it's not like you have no access to consoles at all.

  • While loops run until the subsequent conditions are false, and the keyboard input is only updated once per tick. So as soon as you press the down arrow it probably hangs the game as it enters an infinite loop.

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Ashley

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