Ashley's Recent Forum Activity

  • The Scirra Arcade effectively already does that. We do have plans to make it even easier (e.g. one-click build), but we can't give an ETA on that right now.

  • Oh wow! Does this mean that with IOS 11 we may be able to develop on our iPad? I apologize for my ignorance.

    No, that is Remote Preview only, but it's still useful for testing on iOS.

  • I've added an option in the next build for it to be opened as a popup window, so you can move it outside the window area, or on to another monitor.

  • That post refers to Remote Preview only, not the full C3 editor.

    Support for the browser APIs we need is pretty much entirely up to Apple, and they are notoriously secretive.

  • Read the multiplayer tutorials. The whole architecture of the multiplayer plugin is designed to prevent hacking/cheating using an authoritative host and untrusted peer model, which is explained in detail in the tutorial series.

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  • Construct has no provision for only loading specific animations, it only loads entire objects. This probably won't be changed since loading textures as animations change causes jank (the game will pause momentarily while it loads the textures), so it preloads everything that might be used at the start of the layout.

    In addition to that, the engine already places sprites with 20+ (IIRC) frames on their own spritesheet, avoiding long animations ever being loaded unless they're really used. So this case only crops up when you have a few animation frames, lessening the impact.

    All these sheets together use just under 5mb of memory, which is not much given modern systems have gigabytes of memory. So I don't think it's too wasteful, especially since if all those objects are used together (which they will be for some different kinds of game), it is actually more efficient. Anyways, you get a kind of natural granularity as images spill over multiple spritesheets, so it still doesn't have to load everything at once.

  • Safari 11 supports WebRTC and Remote Preview works!

  • My main point is this could well be a deoptimisation unless you have evidence it would actually help.

  • That could, and probably should, be done via new Animation Editor import features instead. Editing spritesheets is impossible if the images get larger, for example.

  • It would work if Apple either allowed other browser engines than Safari (Chrome and Firefox are just skins over Safari because Apple specifically ban their browser engines), or kept Safari up-to-date with modern web features. Since they do neither we can't run Construct 3 on iOS at the moment. Hopefully we can support it in future if Safari catches up.

  • There are many users who specifically, actively do want the engine to be optimal. I also have not seen any evidence any of these features are actually necessary; if you did something like produce numbers showing high memory use due to spritesheeting or something like that, it would significantly strengthen your case. As it is it seems to be working fine so I don't want to do a lot of complicated technical work just because someone has a hunch.

    Even if there was a problem with grouping, I would certainly want to try to solve it automatically first. A manual tagging system is boring to do and error-prone (you could easily actually make it worse by getting tags wrong), and the editor has a lot of information it could use to apply grouping automatically, such as inspecting which layouts objects are used together on. An automatic approach is certainly the first port of call, it's not a good idea to jump right away to tricky manual configuration.

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Ashley

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