Arima's Forum Posts

  • And it won't have any of the quirks that CC has that have to be worked around, you'll be able to work with others on a project (multiple people coding one game), the configuration system for making a demo/slash full version/multiplatfrom versions from one .capx, an improved workflow and improved organization, the exporter system so you could code your own exporters, and especially stability. Oh, and you don't need to worry about people's directx9 being up to date.

  • Apparently its been around since 2006. If there hasn't been a conflict yet, I'm not sure them both having the same name is really a problem - scirra's construct is a game creator, their construct is a parser.

    Though it is slightly confusing.

  • Ohh... Weird. On my computer it doesn't work if you drag a layout ABOVE layout 1, but it works if you drag layout 1 BELOW layout 2. Can anyone else confirm this?

  • Jayjay - huh, you're right. Odd, it used to work...

  • Sure you can, simply drag the layout to the top of the list to have it be the first layout that runs.

  • Don't copy anything between .caps. It messes .caps up.

  • The problem was there was a function in the runtime - "GetObjectTypeByName" - that loops every single object type and finds the one with the given name, case insensitive. For behavior management, this was called once every tick. This meant if your project was huge (hundreds if not thousands of different object types), it was doing a fair amount of work per tick. I came up with a faster way that doesn't need to loop every single object type, so now it barely does anything every tick.

    So by object types, you mean, for example, a .cap with only multiple uniquely named sprites?

  • Woot!! Jump from about 800-850 to 1000! Not all the way back up to 1150, but quite a significant improvement! Thanks, Ashley!

    Quazi - tried that, a good thought but it made no difference. Also, while a drop in fps might not take much, the point of this bug is that it's not supposed to hit the fps when there's nothing in the layout at all and no code is running.

    Edit: Hey, awesome, Kayin! Glad it works for you too!

  • Thanks so much for taking a look at it, Ashley!

    Also, at least for me it doesn't matter if it's fixed immediately since my game has a few more months of dev time. Obviously the C2 launch comes first in importance!

    I'm trying to contact Kayin, so you could have an extra .cap to look at.

    This does affect my .cap as well, so I'll send mine if you need it, but since my .cap isn't affected nearly as much (about 850 from about 1150), I'm not sure if it will be as much help. Not to mention it's stupidly huge, and I would prefer you don't have waste your time waiting for parts it to open and such.

    I also tried making a .cap with every default plugin type in it but it didn't seem to affect performance. Thought it might be useful to know.

  • Three more test ideas:

    What happens if you try making a whole bunch more event sheets that aren't included/attached to anything, and copying and pasting code from other event sheets into them?

    What happens if you make a new layout, and add a whole bunch of new unique objects to it?

    And what happens if you add lots more layouts?

  • I assume this is the iconoclasts that we're talking about (and therefore you can't post the .cap), and that game should definitely be possible with construct. More code elsewhere in the .cap really shouldn't affect other layouts than the ones the code is in.

    About how many layouts, events, objects and event sheets does your .cap have?

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  • Hmm... did you try after disabling/deleting the code, keeping the objects in the project, but not having any instances in the layout, then trying again after deleting the actual objects from the .cap? Those two should be about the same.

    If there isn't anything there of note either, then my best guess would be to incrementally disable parts of the code to discover what's taking up the most cpu time and to try to find ways of optimizing it. It may be 10 fps here and there, but then if you make 10 optimizations that's 100 fps.

  • Do you have copies of the older versions where the frame rate was higher?

    You might want to try some experiments. First, after making a backup, I would try first disabling, then deleting all code and see if it makes a difference on the frame rate if its been disabled or deleted. Then I would also try deleting everything from the .cap while incrementally checking the frame rate to try to find if there's anything in particular that deleting helps the frame rate a lot. Then when you finish deleting everything, compare it to the FPS of a fresh .cap.

    If you can get the frame rate hit to be there even in a .cap with nothing else in it, maybe someone can help fix it if it's a bug in construct.

  • Welcome to scirra! Topic moved to help/support.

    If you're starting out, yes, that's a good way to do it. Make sure to learn about event sheet includes!

    When you get more advanced with the program, making an in-game level editor is another option.

  • Moved to the your creations section.