Ashley's Forum Posts

  • I have several tests involving Drawing Canvas, including some pretty complex ones, and they all work fine for me in r283. Usually bugs involve some very specific set of circumstances, but unless we know what those are, it's impossible to do anything about it. That's why we need people reporting issues to co-operate and follow those guidelines to make sure the problem can be fixed.

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  • Please file an issue - we're close to a stable release and the next stable will go out as-is unless we get the chance to fix it before then, and to do that we need a bug report following all the guidelines.

  • Don't use a wait. Browser popup blockers usually block opening popup windows or new tabs unless the navigation comes immediately in a user input event. When you add a wait, it means the navigation request comes outside the input event, and so is liable to be blocked.

  • To communicate between different frames you'll need to use JavaScript and the postMessage API.

  • In your other thread it looked like you were out of disk space and so the browser was regularly cleaning up storage to try to save space. It could also be clearing the remembered Google Drive login, causing you to have to keep logging in.

  • It's assembling all the images in your project in to spritesheets. You can view them by right-clicking the project name in the Project Bar and selecting Tools -> View spritesheets. It only needs to do this once the first time you preview the project, and then it re-uses the results so subsequent previews are faster, and editing the project will only need to reassemble the few changed spritesheets.

  • Setting the playback rate is a straightforward addition for the video plugin, so I've added it for the next beta cycle.

  • They work fine here. As the message asks, are you sure your Internet connection is working? The editor works offline, but the examples are still loaded online.

    Other than that press F12 and check for a more detailed error message in the browser console.

  • As described in memory usage, Construct loads layouts one at a time based on the content used on them. So it should only load parts of the project at once, not the whole thing. I have no idea how it could end up taking so long to load. I also have no idea how you could possibly need over 50,000 animation frames. That is an absolutely extraordinary amount. Computers are not infinitely fast nor do they have infinite amounts of memory. If you treat them like unlimited resources then you will simply discover the limits of how fast they can work and how much memory they can hold. That's not specific to Construct - ultimately you will hit hardware limits no matter what technology you use. Your game design has to respect the limits of modern computing devices.

  • Looking at that last picture, I think the problem is that to get correct rendering the sprites must be rendered in back-to-front order along a diagonal axis towards the camera. Currently this is difficult in Construct with the tools provided: Z elevation only works on an axis pointing directly up; Z order only applies for instances with the same Z elevation; and "camera distance" sort order might be able to work, but depends on where the origin points are, so probably doesn't work right when instances are close.

    Probably the easiest thing to do would be to either have everything lie flat and move the camera instead (so Z elevation sorting works right), or use 3D boxes like the FPS example (so camera distance sorting works right), or just ditch 3D entirely and do it in 2D and fake the depth elements (so Z order works right). Using mesh distortion to fake angling objects makes it complicated to get the right draw order. Which is one reason there's not built-in support for rotating sprites in 3D!

  • Like the guide says, the key is to make sure all transparent content renders from back to front, relative to the camera. The glitches happen when something transparent renders before something that appears behind it, since the transparent parts still fill in the depth buffer, and prevent anything behind it from rendering.

    The solution is to use either Z elevation or Z order, or the 'Camera distance' draw order, to ensure the render order is back to front. It looks like you're using meshes and some fairly complicated logic in this example, which makes it harder to figure out. I'd advise to start simple, get it working with that, and then build up from there.

  • See the tutorial Delta-time and framerate independence. If you get everything set up correctly it should work the same. I would not recommend using small fractional values with "Every X seconds" - it cannot run more than once a tick, and so in some cases it will just end up running every tick rather than at the interval you specified, so it will probably create other problems.

    An easy way to test if your game is truly framerate independent is:

    1. Temporarily set an unlimited framerate mode in project properties. This will let it run in hundreds or even thousands of frames per second. It should still work identically.
    2. Set a time scale of 0 to pause the game. Everything should stop. If anything carries on moving, it's not using delta-time.
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