I was on holiday when this was first posted, sorry for missing it.
So I've noticed that when my game boots, far from all the assets in the game are loaded in when the loading bar reaches 100% (and why does the whole game need to be loaded in, isn't that what storing the game assets on the HDD is for?!?!).
In a HTML5 game, the loading bar corresponds to download progress. None of the assets are actually loaded decompressed in to memory at that point. So of course, not all assets are loaded by the 100% mark - that's the point of the layout-by-layout loading system: nothing is loaded, until you go to a layout, at which point only that layout's assets are decompressed in to memory. In NW.js I guess I'm not actually sure what it has to do; if you are using package.nw (i.e. zipped assets) then it will be extracting from the zip, but if you pre-extract the zip it should just figure out there's a resource on disk so it doesn't need to do anything. I guess it might load the asset (compressed) in to RAM so it can be quickly decompressed later, which might be unsuitable for a very large game (although it would help speed up layout loading times). So, are you using package.nw and have you tried pre-extracting it?
[quote:2u9g5k4f]Every slight iteration takes 1min of loading in preview just to see if it worked, making new features a nightmare in practice.
It's normal that large projects take a long time to build. I've heard Chrome itself can take several hours to build. Perhaps we could investigate features to do a more minimal rebuild though.
[quote:2u9g5k4f]Blank layout with nothing loaded in with all audio cut from the game... 1.8 gb memory used?! WTF?!
Memory is complicated. If you have say 4 GB of RAM free, and the system has 1.8 GB of files in RAM it might need later, it may well decide to leave them there. RAM is there to be used.
It also depends on your project settings, e.g. if you have set audio to be preloaded, you've told Construct 2 to decompress all audio content to RAM on startup.
[quote:2u9g5k4f]I guess I should've known better when I saw the first signs of trouble few weeks into development.
The sooner you can report issues, the more time we have to do something about them. I think it is unreasonable to expect us or any other developers to make deep changes to the engine in a few weeks. We can look in to issues, but we need time to do that.
[quote:2u9g5k4f]Construct's a prototype tool. It was never made for big projects I get that
We do design the engine to scale to large projects, but it sounds like you've made one of the biggest projects ever in Construct 2. I definitely intend for Construct 2 to be able to handle such large games, but we might need to make a few tweaks to make it work better
[quote:2u9g5k4f]I guess when not even the official plugins can be kept up to date and stable (greenworks, local storage looking at you), this is obviously too much to ask.
This doesn't appear to be related to the main point of this thread, but I'm not aware of any outstanding bug reports for local storage, AFAIK it works fine for the vast majority of users. Also Greenworks has been clearly marked as an experimental plugin for some time, but as it happens, we just released two updates for it this week.
Try to replicate the issue.
Make a dummy project and fill it with objects using the method you used.
[quote:2u9g5k4f]I would if I had the time
Sorry, but this is by far the best way for anyone to make progress on this. As it stands, this post is the equivalent of "my car's broken, please fix it!" - "can you bring your car to the garage?" - "no!"
Sure the mechanic can try and fix it by telephone or something, but you wouldn't expect that to get very far.
I don't normally do this, but if you want to send your full project to , I'll (obviously keep it secret and) look in to any memory-related issues, but if you can reproduce it just by stuffing loads of dummy content in to a new project, that's better.