Ashley's Forum Posts

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  • Latest chrome breaks all effects, sad that c3 still rely on 3e party software.

    We've not seen any reports of this. Also all software relies on third-party tools, frameworks, OSs and drivers, it's an unavoidable fact of modern software development.

  • This is the first time I've seen a thread a decade old get bumped. Nostalgic...

  • I've got a Raspberry Pi 4 on order and will be giving it a spin when it arrives!

  • but if you wanted to create one that option is missing

    Good point, added an option for the next release.

  • Try clearing the browser cache.

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  • You should use WebM Opus as it's the only format that is guaranteed to play everywhere in Construct. If you import WAV files to Construct, it will encode them to WebM Opus for you.

  • The script order isn't really well defined - I'd avoid using subfolder hacks because that's depending on weird details that might change over time.

    Normally you can just put all startup code in runOnStartup and all classes will be defined by then. However I can see it's a problem for using class X extends Y - X has to come after Y.

    You could just put both classes in the same file, one after the other, but that's not great for large classes. I think the best approach is to move any script files that depends on others to the Files folder in the project bar, so they're not automatically loaded, and then use loadScripts to load them in the right order. You can pass multiple scripts to a single loadScripts call and they are guaranteed to run in the order you pass them.

  • Another approach is to use objects like namespaces, e.g. in Gun.js:

    const Gun = {
    	show()
    	{
    		alert("Gun");
    	}
    };
    

    and in Laser.js:

    const Laser = {
    	show()
    	{
    		alert("Laser");
    	}
    };
    

    Now you can call Gun.show() or Laser.show(). If each file puts everything in to the same "namespace" (really just a named object), then you have a way to distinguish functions, variables etc. with the same name.

  • JavaScript doesn't work like that. The second function overwrites the first one so it is no longer available. You need to give the functions different names.

  • It's not clear which version you're even using from this post. This is why we generally recommend posting a bug report following all the guidelines - we need all that information to be able to help.

    It also looks like there's another dialog which might have more information underneath the one that is showing.

  • So it's probably not that. The quickest way to identify it is to delete sections of your project away until the memory use goes down. That will help you narrow it down to a layout, layer or even a specific object that is taking up the most memory.

  • Okay, well that's still over 2 million tiles, which is a pretty intensive case. I'd recommend keeping your tilemaps smaller to avoid wasting memory.

  • I then tried to make a giant 25600X22400 tilemap object with one tile repeated through the whole tilemap object with the fill tool and then a 2x2 set of tiles repeated and the memory usage shot up like crazy.

    Is that what you have in your project? If the tile size is 2x2, that's something like over 140 million tiles - a truly extreme amount that would push the limits of any engine. The Tilemap object is really not designed to be used at such extremes. So it sounds a lot like you've designed your project wastefully.

  • corlenbelspar - right click the project name in the project bar, and select Tools - View project statistics. What does the "estimated peak memory usage" say?

    If you design a project that uses 3GB of memory, it shouldn't be surprising that Construct uses 3GB of memory. See the blog post remember not to waste your memory for more information.

    If your project is not that big but Construct is still using loads of memory, it might be a memory leak. Such issues are normally rare, but if you can find what is causing it we can try to investigate.