Ashley's Recent Forum Activity

  • We'd like to submit C3 to the Chrome Web Store, but not until C3 is out of beta.

    You can already use the "add to shelf" feature to add C3 to your Chromebook.

  • Simply store its angle at the last tick in an instance variable. If the current angle is clockwise of the last angle, it's rotating clockwise, otherwise anticlockwise (or not rotating).

    Note if you rotate 270 degrees clockwise, that will count as 90 degrees anticlockwise.

  • They will be duplicated. There is no deduplication in the dependency system at all, the same would happen with external scripts. Do you need it, and if so what for?

  • I didn't write the expressions dictionary, so it's not really useful to tag me about that. Please file bugs on the issue tracker or suggestions on the feature suggestions platform.

  • Perhaps the GPU is blacklisted. IIRC by default Crosswalk ignores the GPU blacklist. Check chrome://gpu in the Chrome browser on the device to check.

  • Is there anything in the browser console? If not file a bug on the tracker and I'll try to make sure there's a special error message for that case.

  • Probably the most important reason to use 50 sprites is that Construct can only load entire sprites in to memory. One sprite with 50 animations forces Construct to load all 50 animations in to memory, even if you don't use them all. With 50 sprites, it can load only the ones you're using in to memory, which is a lot more efficient.

    FWIW Construct 3 can spritesheet different sprites together, so the spritesheeting is the same as if you used one sprite.

  • It seems like C2 outperforms GMS2 by quite a bit on this benchmark. Which makes me wonder why my own game performs significantly better in gms than construct. The game logic is structured about the same, and the gpu load should be more or less identical. Hmm...

    People often accuse Construct/HTML5/browsers of having poor performance, but when it comes to actual measurements, it actually performs excellently.

    I think it's quite possible that if you reimplemented your whole game exactly the same way in a different engine, it would still be slow. If you use a huge amount of intensive logic for example, that is still going to have to be run no matter the technology you use, unless you optimise it. I'd guess since events and script are so different, you actually used a lot less logic in GMS, so it's not really a fair test.

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  • From my impression C2/C3 doesn't come close to Gamemaker Studio in terms of runtime performance.

    I'd be interested in seeing benchmarks with actual measurements on this. We've seen benchmarks comparing C2 in Chrome to other native engines, and it could equal or exceed some other native engines on the market, but GMS wasn't tested. Modern JS engines can compile to extremely well optimised machine code.

  • That message should go away quickly. It probably failed so didn't remove the status. If you can reproduce it please file a bug!

  • Construct 3 is beta software and it literally tells you to keep regular backups every time you start the software. The good thing about cloud save is often the cloud service keeps file histories, e.g. Dropbox can show you the last 30 days history for a file and allow you to restore older versions, so that might help. If that doesn't help, you can send us the .c3p file and we'll try to recover it, but without knowing how it happened in the first place it could happen again. It would be great if you could file a bug report with the steps to reproduce this.

    FWIW, Construct 2 had similar issues at the same stage in its development.

  • Everyone wants more in the free edition. This lets them do more without making a purchase. Unfortunately that's not good for the business and our ability to make the product everyone wants and add the features everyone is asking for.

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Ashley

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