corlenbelspar's Forum Posts

  • There are ways to improve it.

    1. use default theme only

    2. upvote my suggestion construct3.ideas.aha.io/ideas/C3-I-1231

    Editor needs extra grouping element. So you can hide events and action to improve performance and look

    3. Find Css bug, report Github, then report Crbugs and in months you get it fixed :)

    I do use the default theme since I'm someone who doesn't care if my tools look pretty, I only care about their raw capabilities and power. My friend said something along the lines of your suggestion hypothetically could improve C3 GUI lag in much larger projects, but I don't know enough about browser technology to say one way or the other despite I do know things like C# but I find C3 makes me able to do 10x more in the same amount of time as if I actually wrote programming for just one thing and if you optimize your game enough then you can do even more than Unity from that I've found where I had like 800 enemies on screen in one of my games that use line of sight and test every single tile they are on for terrain type while also testing every single character constantly that is on screen to see if their team IDs match or not to determine if they should attack each other and that was only when the game started to become to slow in FPS, but this is definitely A++ acceptable performance because my game is 320x240 resolution but I would never even need 100 enemies on screen at once even if the resolution was 1024x768 lol. Even if I've complained a lot about C3 at times, I have stuck with it for about 3 years now despite having only a subscription payment option I hated at first because it has always shown a lot of potential when it already is really good compared to some of the most popular IDEs.

  • I just have some event sheets that have rather complex functions that can't be simplified any further and will actually make the project messier if I start just putting each one on individual sheets like I probably will have to do so the GUI doesn't lag from them all being expanded. If it's just unavoidable that the GUI is like this then it's alright and no biggie either. I also don't really need to ever expand the whole project bar tree, so that's not really an issue for me per se, but was related. I just thought I should ask if there's anything I need to change like Chrome flags to help it. Thanks for the answers. As said, even if it lags like this, it's still infinitely better than like GMS that freezes for like 2 minutes when you type in the first letter into the search bar for project elements and this is my PC so I can only say they need to do something if they want GMS to outperform C3. lol

  • Well like I said, I can work around this by just collapsing my entire project bar tree or the event sheet I'm in or just go to a layout editor before using something like the animation editor so it doesn't have lag issues like this that cause C3 to almost be unusable. I just hoped maybe there is something I can change with my Windows settings or download some patch for my computer to improve performance related to C3 or what have you. It isn't really an insurmountable hurdle, but it would definitely make workflow much better for me. Even despite all this, I've used GameMaker Studio before and Construct 3's workflow is infinitely superior being able to do things like start a preview in 5 seconds or less while GMS takes like 3 minutes just to tell you there's a simple typo in your code. lmfao anyone who tries to say GMS is better just has no clue what they're talking about.

  • I'm not sure why I would be having a memory issue when my computer has 16GB of RAM, but C3 works off things like browser tabs, so it might be a thing still?

    I have a lot of events because some functions have a ton of conditions and nested events and there is no way to break them down further because I have spent a ridiculous amount of time optimizing the game. Unless I'm not thinking of something. In one instance there's a function that makes the player character fire 1 out of 100+ different weapons based on which they have equipped. It really needs to be done through a function only because if the game just checks that amount of events every tick, there's a drastic higher impact on performance.

    I never had this kind of lag ever in Construct 2 with even more complex states in my games and I can go into regedit.exe that comes with Windows and expand like 5 million entries on the registry tree and it doesn't lag at all.

  • I don't seem to recall Construct 2 itself ever lagging when a large event sheet of 1000+ events is open with all nested events expanded or if I just expand everything on the project bar tree of my game if I have thousands of different object types. It gets really bad where I have to sometimes just swap to a layout in the editor so things like the animation editor don't lag 5 seconds behind my mouse being moved and clicked.

    This has been going on for probably years now where I assumed it was just Construct 3 was being refined more to improve performance, but it's still a major issue. I can mostly work around it if I pick collapse all on large event sheets and my project bar tree, but... I've never seen this kind of lag in any other program and I wouldn't think this would be a common occurrence I have to just constantly waste time working around.

    So I'm assuming I'm doing something wrong or maybe I need to update something unrelated to get rid of this lag?

  • Alright, thanks. I guess a method like you described that would be more practical is create a bunch of canvas objects that paste chunks of the sprite into them and make them move accordingly, but this method would be problematic for my current game with the way its engine works. I'll keep this info in mind however.

  • Not quite what I mean. I want chunks of the sprite to be emitted as particles, not the entire sprite.

  • While that is the effect desired, I think it would only work for a single color shape like you used. Unless I'm missing something where you can load a sprite into it and it change the particles into different pieces of the sprite.

  • Is there a way to make a sprite explode into individual pixels that fly in random directions and speeds with gravity affecting them?

    The plugins database has very inadequate descriptions for everything in it and so I can't easily find out by just looking through it.

  • I figured it had a limit, but I never noticed because 200 is a lot and I try to avoid a lot of undos/redos because C3 has had a history of crashing on me if I use it too much. I would think 200 is more than adequate, but I am all for users being able to define this at the same time.

    Ashley is also right that unlimited undo would cause memory issues.

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  • I remember why I used localstorage by default. The desktop version of C3 takes a long time to start previews if worker is enabled, so using it to test your game isn't the best option. This isn't the fault of Ashley, the NWjs makers put a bug in NWjs and haven't responded to Ashley's bug report in months still.

  • You could try and report it as a bug since it's caused by Construct but I already did in the past and it got denied because that's how it's supposed to work.

    lol I know in almost all communities, it is really frowned upon when a developer says "that's how it's supposed to work" to an obvious problem in their software and that it's everyone else's fault (Steam's fault in this case) and they expect everyone else to work around them. I tried reporting C3 crashes frequently when Tiled is open, and was told it's only Tiled's fault even though you'd think it's technically the fault of both developers and they need to communicate with each other and figure out the conflict that happened through coincidence.

    I personally know how one guy became a giant pariah for how his game had a bunch of obvious issues, but "that's how it's supposed to work". The difference is he made a game no one cares about, while Construct 3 actually could be really useful to countless people.

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  • I can't report this as a bug because Ashley will just close it without investigation since there's no way I can provide instructions to reproduce this. It depends entirely on the graphics card where if you turn on render cells, on some computers even with GPU blacklist it does this glitch-fest. I figured I should at least make people aware this is an issue. I can't reproduce it on my computer, but on someone else's who has constant issues, issues which I can't reproduce with the game in question, this happens 110% of the time.

    For anyone terribly unfamiliar with C3, there is no way you can crop sprite objects in the way the face pictures were cut off. So there is absolutely no way this is something I did wrong or my fault.