Ashley's Forum Posts

  • It's the same as the main document, so the usual location object should tell you this. What do you need it for anyway? You don't normally need to specify a full URL.

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    WrathOfAbe - it sounds like you have a reliable way to reproduce a problem in r276. Can you provide a project and the steps to follow as Colludium did? This is the only way we can make progress on this.

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    Is anyone who experienced issues in this thread able to confirm if r276 fixed the problem?

  • We're a small team, and things change fast. We don't want to commit to something a year down the line and not be able to change it without upsetting people if circumstances change.

    We've shipped around 150 suggestions directly from the suggestions platform, including several that just rolled out in yesterday's r182 release.

  • There should be no difference at all between these two cases. If there is, please file a bug.

  • AR TeamOne has been temp banned for breaking the Forum & Community guidelines. As always please keep discussion civil, respectful and on-topic.

  • Read the multiplayer game tutorial series. It covers cheating and how to architect your game to largely make it impossible for clients.

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  • 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.