Ashley's Recent Forum Activity

  • This won't get investigated unless you provide a .capx demo or at least a link to a working game. Please add some links. For anti-spam reasons the forum has removed links due to your low rep, so just post them again without the http:// or parts.

  • This thread is nearly a year old and the original .capx is nontrivial. Make a minimal demo in a new project, post it to the bugs forum, and I'll take a closer look.

  • A little more info on this change:

    For v-synced rendering the runtime calls a function to request the next frame (requestAnimationFrame). Previously the runtime would run its entire tick logic, and request the next frame right at the end of that. Now in r198 the very first thing it does each tick is request the next frame, then go ahead and process that tick's logic.

    This should in theory give the browser more time to accurately schedule frames. Consider an intense game where the logic takes 15ms. If the runtime requests the next frame at the end of the tick, the browser has just 1ms to schedule the frame in time. Now that the runtime requests the next frame at the beginning of the tick, it has the full 16ms frame to schedule the next frame in time. This could improve the predictability/stability of the framerate.

    TBH I don't know much about the internals of browser frame scheduling, and it's difficult to know for sure if this helps, so it was kind of an experimental change. It seems to be a good idea though and feedback seems to be either no change or positive, so I think we'll keep it!

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  • Construct 2 has very good lossless image compression built in - see Construct 2's export-time optimisations. If you can get significant gains using some other tool, it's probably lossy (degrading the image quality).

  • Closing, please follow the bug report guidelines otherwise there is nothing we can do.

  • Closing, please follow the bug report guidelines otherwise there is nothing we can do (attach a .capx and include steps to reproduce).

  • Yes, this is actually a big feature of Construct 2: the event system is powerful enough that a scripting system is not a necessary alternative.

    You can still add custom code using the Javascript SDK though.

  • It needs to be playing for the duration expression to work.

  • No, you can leave some out and AJAX request them from somewhere else if you like. They're just files on a web server after all. It's up to you what you do and how you handle it.

  • It looks like it's caused by the Pathfinding behavior. It's hard to offer any more advice unless you reproduce the problem in a new empty project - you have a huge project with a lot going on and it would be very hard to prove it's not something in your own events causing it. Have a read of Performance Tips.

  • — - Tom runs the web services, and you'd be better off asking in the website issues forum.

  • so what approach would be the best for i.e. big platformer level,

    with i.e. 100 enemies, each with "Platformer behavior"?

    I have no specific advice. It should work OK whatever you do.

    do you have any advice how to work around "For each object" ?

    The only way to avoid per-instance work when picking objects in events is to start the condition with a 'On collision' or 'Is overlapping' condition, which uses the collision cells optimisation. All other conditions will pick from the full instance list (across the entire layout). Alternatively, completely destroy objects that are far away instead of trying to deactivate them with events (since you will need per-instance work to figure out if you need to reactivate them yet).

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Ashley

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