Also I don t think a tilemap would work because its 1 object. I need all the sprite or tiles of the map to old informations like variables.
Use a Tilemap and an Array object to store per-tile data. That would likely be far, far more efficient.
You should use WebM Opus for all audio - it's the only format that consistently works across all platforms.
It's difficult to help further without a sample project. Providing a project file that demonstrates the issue is always the fastest way to get help.
Our official advice is in Performance tips.
I've updated the next beta to try to log more helpful error messages when invalid names are encountered. However we don't know what the root cause problem is yet so we're working blind, so this may or may not help. If the project is just corrupt, it's impossible to show a good error message (and in that case the only good error message to show would be "the project appears to be corrupt" anyway).
This guide may help.
Any organisation you rely on for game development could potentially fail and leave you in a difficult position. However I would put it to you that there are a few big commercial tools out there that are either losing loads of money, or have such generous payment terms that they probably are losing loads of money. These businesses can't keep that up forever and so potentially face a major business risk, and in turn a risk to the work of everyone who uses that tool. By charging a subscription I hope it's obvious to outsiders that we have a sustainable business model that we can continue indefinitely. Open source is a different model, but in the commercial world, developing software is expensive - and if it's not obvious how they fund that, I would say there is actually a much bigger risk that a loss-making commercial tool is ultimately shut down.
The latest beta release has already updated those libraries.
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You can't pass custom arguments to the constructor when using subclassing. However you can just use an init() method that you call afterwards instead.
init()
You're right, it looked like the definition for runtime.sdk was missing. I've added that for the next beta.
runtime.sdk
In future you can file any such similar issues to the issue tracker.
In the SDK v2, your addon classes are the script interface, so it's correct to use dispatchEvent instead.
dispatchEvent
The runtime just handled additionalProperties with Object.assign(eventObject, additionalProperties), and your code can do the same thing.
Object.assign(eventObject, additionalProperties)
I think 500 MB is well over the size limit the build server will accept. Instead you can build it locally using the 'Cordova project' export option.
For reference the feature request was filed here, where I provided a justification why I don't think it is worth implementing, and what you can do instead.
The easiest way to deal with this, as with anything else, is to file an issue following all the guidelines. You can use a project filled with dummy content rather than providing any sensitive project files. With that approach issues can be fixed maybe 10 times faster.
Construct doesn't provide any way to change the display hardware resolution. However you can instead use low quality fullscreen mode, which does the same thing as reducing the display resolution: it renders at a smaller size and then stretches the result up to fill the display, and for GPU-intensive games that can improve performance.
If I download the .c3p file and drag-and-drop it in to Construct, it opens fine for me. So it seems the project file itself is OK.
If you're opening from the cloud, perhaps there is a problem with the cloud service. Maybe try signing out and signing back in, or try again later.