dop2000's Recent Forum Activity

  • It depends on the game. For example, if you are using Platform behavior, you can temporarily increase its maximum speed and apply vector X in the direction of the dash. Say, max speed=2000 and vectorX=-2000. Also disable player controls.

    After a small delay enable the controls and restore the max speed.

  • If the object doesn't exist on current layout, you can't access its properties. You need to create it first.

    I misunderstood the question

  • I almost never use breakpoints, because they never work where I need them...

    Browser logging is still the primary debugging technique.

  • 3d calculations for 40k objects will certainly heavily use CPU resources.

  • Static objects should not utilize CPU. (as long as they don't have any behaviors or effects)

    Make sure you are not updating them too often, avoid using "For each" for all 40K instances.

    Also consider using a tilemap instead.

  • No need to tag me :)

    I don't know what the problem is. Make sure to start playback only after a user input (mouse click, key press etc.) Also check out this post:

    construct.net/en/forum/construct-3/how-do-i-8/music-work-every-browser-155250

  • Export with DevTools checkbox enabled. In the game press F12 and check for errors in console log.

  • Ashley It appears to be a different problem:

    Note: This project doesn't even open in previous versions (I tried r388.2, 388, 387, 386, 385, 384, 383, 382, 381, and 380) so I wouldn't be able to change any names of anything inside the project

    I wish console errors in Construct contained more useful information. They are often too vague or illegible, like "Invalid name" or "Error Zx.fs in qf.gu"

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  • How is the sprite moving? Do you use any other behavior, or moving it with events?

  • Yes, if it's per tick, this is definitely too much. You can try optimizing events which use collision checks - On collision, Is overlapping etc. Also if there are lots of objects with behaviors like Bullet, Platform, 8direction - disabling them when they are not needed (say, when off-screen) can help.

    Finally you can update collision polygons in objects, make them simpler by deleting unnecessary points.

  • I would try adding it to Index.html in the exported game.

  • Only you can answer this question, because there are million things which can cause poor performance. Run the game in Debug Mode and check these things:

    • FPS, CPU and GPU utilization. For example if CPU is 10% and GPU 99%, the problem is likely with graphics and effects, not with your code.
    • Number of collision checks per tick - over 1000 could be bad for performance.
    • Number of object instances on layout.
    • CPU/GPU profiler tabs.
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dop2000

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