Ashley's Forum Posts

  • Construct is not limited to 60 FPS. It matches the v-sync refresh rate of the display, which is most commonly 60 FPS, but not always.

    This is true of both Construct 2 and Construct 3.

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  • Construct is not limited to 60 FPS. It matches the v-sync refresh rate of the display, which is most commonly 60 FPS, but not always.

  • I can reproduce a performance difference in quadissueperf:

    r148: 205k

    r149: 205k

    r150: 172k

    This points to a change in r150, not r152. I filed an issue to investigate.

    I cannot explain any performance difference in fillrateperf at all. That test is completely different and is solely bottlenecked on the GPU hardware's memory bandwidth. So it shouldn't change much no matter what we do to the engine. Somehow I could measure an improvement in r150 with fillrateperf:

    r149: 2480

    r150: 2792

    This still doesn't make any sense, so my best guess is that test is actually fairly high variance and so the results should not be considered accurate. Maybe it depends on the hardware temperature and power state or something.

  • IIRC it wasn't even fully supported in C2 - it wouldn't work in WebGL mode because it doesn't support an equivalent.

    It's a highly unusual blend mode and is not easily supported in WebGL so support for it was simply dropped.

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    This feature is now in a stable release and the documentation is now in the official manual (e.g. Timeline Bar), so unstickying and closing.

  • Updated the original post with new downloads based on Chrome 75 (NW.js 0.39.0).

  • Construct is a game engine so uses WebGL (essentially OpenGL) for rendering. I suspect image editors have a different design using software renderers so they don't have to deal with this limit - or they do break up the images in to tiles.

    Given Construct is designed to be a game engine and not an image editor there aren't really any features for dealing with this. The expectation is that you are making a game with much smaller sized images.

  • It's probably either:

    - the CORS configuration of the server (Android apps don't have an origin, so you have to allow full cross-domain access for it to work)

    - the APK whitelist (every URL it can possibly load has to be specifically whitelisted)

  • Many devices have a hardware limit in the GPU that limits images to 4096x4096.

    The only way around this is to break up the image in to tiles which are each 4096x4096 or smaller.

  • Check the plugin type is either "object" or "world" and matches what you expect for the type of plugin.

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    As ever, there is very little we can do without reliable steps to reproduce the problem. There still does not appear to be anyone who's found reliable steps to reproduce.

  • Only Sprite objects have animations, so there can't be a general purpose method for it. You also need to know a valid animation name, which is not easily obtainable.

    What are you trying to achieve? Addon developers often try to make their addon change things automatically, when it would be better to just expose it to the event system and let the user connect that to whatever they want using events.

  • A common misconception is the "Wait" action doesn't pause all events in the event sheet (it wouldn't be very useful if it did). It really means "schedule the rest of this event to run after a delay". Meanwhile the event is continually true so the sound continually keeps playing (and scheduling the rest of the event to run after a delay, but that does nothing because there are no more actions).

    I think an easier way is just to add "Every footstep_speed seconds" condition.

  • This recently posted thread looks relevant.