Tokinsom's Forum Posts

  • Well, I'm at least glad to hear I'm not the only one experiencing this.

    My project was ported from C2. The exact same event sheets had absolutely no lag in C2. C3 & my project are operating on an SSD.

    Browser-based editors FTW, yeah? Ugh. I assumed it was something to do with this and haven't been proven wrong yet. For the record, disabling the dark theme does help a bit, but there's still some lag on my largest event sheet. I'm not about to disable that, my poor eyes need it.

    NetOne Only chrome extensions I have are dark reader and Adblock. I'm running the desktop version anyway so these should be completely disabled.

    Side note...the layout editor is super responsive and I've got some preeeetty massive areas in there. Perhaps we can have the GPU help out with the event sheet editor too? lol

  • Pseudocode:

    +Upon death

    +Repeat 8 times

    -Create particle at megaman

    -Set angle of motion to loopindex * (360 / 8)

    -wait 0.5 seconds

    -Copy/paste the above actions with necessary adjustments

    Give the particles the bullet behavior

  • Ashley

    (Disclaimer: Specs are i5-6600k, GTX 1080ti, 16gb RAM. GPU setting in C3 on high performance. Using C3 Desktop)

    I occasionally get a "bad preview" where my game is a bit laggy and - especially noteworthy - my music is noticeably slower than usual. If I close and preview again, it run just fine.

    Normal Preview

    Bad Preview

    (turn volume up)

    Wasn't sure if I should report a bug or not...I don't think this is going to be an easy thing to reproduce. Anyone else run into this? Any solutions?

  • Ashley

    (Disclaimer: Specs are i5-6600k, GTX 1080ti, 16gb RAM. GPU setting in C3 on high performance. Dark theme.)

    I find that in my larger event sheets, C3 has a hard time keeping up. There's a distinct delay to every action - Highlighting or rearranging events, opening the action or condition window, clicking OK or cancel on any expression window, etc. all takes up to 0.5 seconds per. Said event sheets aren't even that big (300-800 events).

    I'm posting to see if others have this issue, if I need to report a bug, or if the event sheet editor just needs some optimizing and if there are plans to do so.

    Technically I could break down the event sheets into smaller ones and use a bunch of includes, but I shouldn't have to. I prefer the setup I have here and used with no issues in C2.

  • Meh, sounds worse than it is. You're basically just recording the states of certain objects in a dictionary. It's only a pain when you get to lots of object types..but again, families.

    You won't get near the level of control with save/load or even persist behavior, and can do things neither of them allow you to.

    In my game there's giant stalactites that can be shot down from the ceiling. They fall down and to the layout below, creating platforms to jump on. (In reality they just fall off-screen...it's implied) By using this method, I can prevent the original stalactites from spawning again, and basically reverse the code to have the fallen platform stalactites spawn. Just one nifty thing you can do.

    Could ask around for a plugin, I suppose. Plugin dev isn't my forte.

  • What I personally do is store either the JSON string of an object, or an identifier (usually IID or custom value), or both, to a dictionary for later reference. Then, at the start of the layout I loop through the dictionary and if the object(s) ID matches the key name, it will load by JSON string, be destroyed, or do whatever else I want depending on the value.

    Erm...here's an example

    Let's say I'm in Level 2 and I pushed a crate that I want to save the position of for later.

    +At End of Layout
    -Add key to dictionary: LevelName &","& Crate.IID with value Crate.AsJSON
    
    +At start of layout
    	+for each dictionary element
    	+for each crate
    	+LevelName = tokenat(dictionary.currentvalue, 0, ",")
    	+Crate.IID = int(tokenat(dictionary.currentvalue, 1, ","))
    	-Load crate from JSON
    

    (I'm paraphrasing here but you get the idea)

    It can be a lot of work, and a royal pain in the ass, but you get complete control over your object states. Also, families help. Perhaps a plugin can make it a little easier.

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  • I understand. My apologies. I've been frustrated with numerous editor bugs for the desktop version since renewing my license a few days ago. I've got most of them reported though.

  • Ashley I don't use 3rd party addons. The desktop version of C3 is just wonky and hasn't gotten the attention it deserves. New features can wait when the fundamentals like this are unstable.

  • And now it magically works today. Any insight?

  • Ashley

    Finally committed to porting my project from C2 to C3. While trying to export for NW.js I get the error "Failed to export project" and am not provided with any information whatsoever.

    NW.js 0.35.1 , Chromium 71 (All downloaded)

    r134 beta (Desktop Version)

    Tried a variety of options in the NW.js exporter with no difference.

    Export works fine in r134 (Browser), just not the desktop version.

    Should I submit a bug report?

    Snapped this from the inspector if it helps at all..

  • It's been fixed for the next build

    github.com/Scirra/Construct-3-bugs/issues/2443

  • I'll put together a .c3p with the various methods on this thread and file a bug report. In theory every one of them should work in their own way but after extensive testing they all have issues. The result is usually instead of multiple sounds playing on the same tick and multiplying volume, they repeat extremely quickly which gives the same effect. A simple option to decide whether or not a played sound should stack would circumvent all this but doesn't look like that's happening.

  • That doesn't work. Like in my original post "It just delays the stacked sound by 1 tick so not only is it just as loud but you also get a quick repeat at the beginning."

    Don't get me wrong but you guys act as if I haven't actually tried these things already when I clearly said so in the first post.

    The tag is empty in the 2nd action because it's not an overlapping sound. By sacrificing the tag I meant I can't have no overlap AND a tag for other uses. It's one or the other.

  • newt Tried that and many other variations. Doesn't work. Only thing that (sort of) works is muting:

    But even then, it requires functions and I sacrifice the tag.

    Ashley would be great if we could just have an extra parameter on "Play Sound" to not allow it to overlap/stack. There doesn't seem to be a good workaround that doesn't require a function and sacrificing the tag just to check if it's a non-stacking sound.

  • Example: 3 enemies cast the same spell at the same time with the same sound. Sounds in Construct overlap, so what you perceive is 1 sound playing at 3x volume.

    I made a feature request to resolve this almost a year ago that, surprisingly, got no feedback at all. Do people just not notice this in their own games?

    construct3.ideas.aha.io/ideas/C3-I-439

    I've tried doing it myself with the "stop tag" action, but it doesn't really work. It just delays the stacked sound by 1 tick so not only is it just as loud but you also get a quick repeat at the beginning.

    Ashley Sorry to tag but this is a really common problem that affects all Construct games and was hoping you could give your input.