Ashley's Forum Posts

  • Most of these are already possible.

  • In construct 2 the debugger would break down GPU use per object

    No it doesn't - it shows the CPU usage per event group.

    C3 shows the same information in its CPU tab, but sorted in to an easier-to-read flat table.

  • It should work. The easiest way to get help is to share a project demonstrating the issue.

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    Our certificate renewal came through, so I've done a new beta release r276 which includes the fix for the issue Colludium reported. Normally I'd avoid doing a Friday release in case any unexpected issues come up but we'll probably be busy next week with a scheduled C3 stable release, so I just went ahead with it now. It'd be interesting to hear if this also clears up the issues others have been reporting.

  • Construct 3 makes the assumption that if you created objects on a layout and then restart it, you'll probably use those objects again, so it keeps them in memory. That's all.

  • It's generally not possible, or at least not advisable, to try to detect which input devices are attached. In particular the fact an input device is available does not mean the user necessarily wants to use it.

    If you ask "does the user have a keyboard?" then does an on-screen keyboard count? What about a foldable tablet with one side of the display showing a keyboard? What if the tablet has a keyboard attachment but the user prefers to use touch input?

    The best thing to do is wait and see which input the user actually uses, and respond according to that.

  • Spritesheeting is a fundamental tradeoff between low memory use but poor performance (every single image is separate), and high memory use but excellent performance (all content on a single huge spritesheet which is always in memory).

    C2 has a major limitation in its spritesheeting engine: it cannot combine different objects on to one spritesheet. This puts it a long way towards the low memory but poor performance end of the scale.

    C3 improved the spritesheeting engine so it can combine multiple types of objects on to the same spritesheet. It also analyses the layouts in your project, identifies the types of objects that tend to be used together on layouts, and uses that grouping for spritesheets. This is aimed at making sure when a spritesheet is loaded in to memory, there is minimal waste from having to load objects from different layouts that aren't currently in use. This is IMO a better compromise and is closer to the middle of the performance/memory scale.

    However in some cases, particularly if you have not paid any attention to the way Construct's layout-by-layout memory management works, the memory usage can increase. For this reason we added a property to help control it. Further, given most devices have loads of memory these days - 1 GB can probably be considered low-end, and any image memory use under 500mb is probably no issue at all - it seems appropriate to optimise a bit further towards the high performance end of the scale.

    The main downside is people think this is some kind of fault, as in this thread. It's not, it's an intentional part of C3's design.

  • Any open codec like Vorbis or Opus should work.

  • Construct 3 uses a different spritesheeting algorithm. It can result in better performance but in some cases uses a bit more memory. You can customise it by changing the max spritesheet size setting in advanced project properties.

  • It looks like an old bug we already fixed, which version are you using?

  • That's incorrect, you need to set that header on the server, not the client. The manual entry should have explained that.

  • This counts as a cross-domain request. See the manual entry for AJAX which covers that. The server probably also needs to be secure too (HTTPS).

    P.s.: Crosswalk was deprecated years ago, you shouldn't be using it at all any more.

  • It should work. However the game runs in a frame (the same as most ads do), and most browsers treat LocalStorage as cookies, and consequently may block it as a privacy feature. You might need to adjust the browser settings in this case.

  • I'm still not sure what you're trying to do or why you think you need to detect the browser to solve it. The format of the video should not have any effect on your ability to identify when it ends.

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  • There are still some details to sort out and I'm not sure what it will look like yet, but we will make sure there is a replacement for debugging using NW.js after the desktop downloads are retired.