GamesbyRob's Forum Posts

  • 10 posts
  • Oh thanks everyone :)

  • I was shooting for top 50 out of about 400 entries out of 3500 who joined, I almost quit also just because I couldn't think of anything.

    Really love Construct, wouldn't have been possible for me with out it.

    You can play my game here if anyone is interested :)

    pixelpun.itch.io/nexify

  • I might have figured out the issue.

    The hard drive my browser was running on was low on storage, so I think this is why I would get the error, it normally would happen after saving the 2nd or 3rd time. Looking at the amount it needs to save I would say this was the issue.

    I've saved multiple times now and it works fine :)

    If anyone else has this issue I would start here.

  • I've also tried multiple browsers, but it still does it.

  • I get an error when saving my game, it doesn't matter if it's cloud based, or downloading a local file, the error happens 90% of the time and has only started happening today.

    Here is the error log:

    Error report information

    Type: unhandled rejection

    Reason: Error: Failed to fetch TypeError: Failed to fetch

    Stack: TypeError: Failed to fetch

    Construct version: r368.2

    URL: editor.construct.net

    Date: Sun Dec 17 2023 01:14:56 GMT+0900 (Korean Standard Time)

    Uptime: 424.8 s

    Platform information

    Product: Construct 3 r368.2 (stable)

    Browser: (unknown) (unknown)

    Browser engine: Chromium

    Context: webapp

    Operating system: Windows 11

    Device type: desktop

    Device pixel ratio: 1.25

    Logical CPU cores: 6

    Approx. device memory: 2 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/120.0.0.0 Safari/537.36

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: no

    Supports highp precision: yes

    Vendor: Google Inc. (NVIDIA)

    Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 4070 Ti (0x00002782) Direct3D11 vs_5_0 ps_5_0, D3D11)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, OVR_multiview2, WEBGL_clip_cull_distance, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, WEBGL_provoking_vertex

    Any help would be great, it's kinda an involved project, and I'm sure there are things I've done that aren't right, but the game will play in preview mode, it's just when I go to save it it crashes.

  • So messing around with it more, it seems like it was my event sheet that was spawning a particle system to make the box explode, I'll go over how I set it up, but not sure why that would slow things down that significantly.

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  • Playing around further the slow down is the same with only 4 boxes that are not stacked.

    Slow down happens after about 4 minutes. There are only 6 total objects in the layout, my character, the floor and the 4 boxes.

  • So working on a game just sorta playing around and I have a very strange issue, maybe it's known, but it seems very limiting, unless I'm doing something wrong.

    I have some stacked boxes that I want my hero to slash and destroy with his sword, it plays fine for the most part, but the longer I let the level sit, it slows down to a crawl and the frame rate just dies. I finally figured out it is the 6 boxes with physics and Solid enabled on them, they are stacked 3 high.

    Does 6 boxes with physic really slow down this engine that much? It's to the point that if it sits for more then 5 minutes or so it crashes my browser.

    I feel like I'm doing something wrong or not thinking about some aspect of this, I know I've built games with more then 6 physics items.

  • Also the movement would side to side would rely on the thrust, I guess think of a single engine space craft, would just tilt to move sideways, I know there are games that use this, i just can't think of the name of them :/

  • So I'm trying to figure out the best way to do the following movement, very new at construct so if this is easy I am a newb.

    1. Looking for a button press, this will engage the thrust slowly that pushes a craft up, but also accelerates as the button is held

    2. Left and right keys would move the craft side to side

    3. Letting go of the thrust and the craft would slowly decelerate to the ground.

    Best way of doing this? Any help would be awesome Thank you in advance!

    Rob W.

  • 10 posts