Jase00's Forum Posts

  • One thing I'd note, is, you have a 240hz monitor, and get around 70% gpu usage. Can assume if you divide by 4, that would be a more common result (so around 17% gpu usage for 60hz monitors).

    Maybe performance is fine but is struggling to render so quickly!

    To lower gpu usage overall, be mindful of any effects you use. You could also make a "quality" system by using System>Set Canvas Size, where you'd get a blurred result but allows people with weak GPU's or high refresh rates to be able to get a more stable FPS.

    Your cpu seems pretty good for 240hz.

    I'd recommend switching your refresh rate to 60hz to observe performance, so you have good idea of what most people would experience.

  • Tbh there's lots to read here, but I'd love to see some c3p files with measurements, just for some visual feedback like "woah, functions really are X times slower" and such.

    I haven't done a vampire survivor style of game, but I've done an elaborate platformer system, where, depending on the weapons you have equipped, it can change your characters movement set, such as granting you a double jump if any of your weapon slots specifically have a weapon that grants you this, but also some weapons only grant you a buff if you are wielding it, etc.

    This worked very well with up to 12 players, all behaving independently (altho I also did a custom platformer movement that was quite collision-heavy, which is the crux of performance for me).

    What I've learned is, arrays are my best friend. I personally don't feel the use of arrays/dictionaries require much boilerplate stuff, especially if you use containers, as containers save on picking and such and only leave you needing the occasional "for 0 to array.width" (I use "for" when cycling an array, as I like to be able to use "stop loop", which you cannot use in an array's "for each element".

    Tho I may be completely off topic since not focusing on huge numbers of enemies and such, but overall, I am definitely a fan of an abundance of arrays attached to things, feels like you can manipulate and bend everything super smoothly, getting the result I desire.

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  • I remember being anti-browser, like surely an app can't be feature-rich if it's confined to a browser. Google docs was good example although an unfair example, felt like a weaker version of Office.

    But then it dawns on you, Discord is web based, even the installed version is web based and can be compared to exporting your game in NWJS.

    But eventually I learned, it really doesn't matter. Much like a successful video game, does anyone judge that FNAF is made in CF2.5? Does anyone judge Undertale being made in GameMaker? No? Right, because it's the actual game itself and how it's designed that's important. Doesn't matter if its made in assembly, JS, Scratch, whatever, it just needs to be a good game.

    So, yeah, C3 is designed very well, does what C2 could do with exception of very few differences, such as LAN preview (but we have remote url which has more benefits, no port forwarding or virtual LAN servers like with C2 if you wanna share a link). If C3 was made in Scratch, that'd be both impossibly impressive and really doesn't matter, because it works and does the job it sets out to do.

  • It's stolen from Clickteam btw but they had it coming.

    Wouldn't say stolen, but would say inspired.

    Clickteam, for a long time, had that "tick box grid" system, with an extremely basic "list view" in MMF. Even subevents were an addon that came wayyy later (I think when MMF renamed to CF2.5). Don't even understand how I lived without subevents for so long!

    Construct Classic certainly hit the ground running with its event sheet system, and the rest is history.

  • It's so fast and just makes sense. Rarely if not ever feel like the C3 gets in the way of what I'm trying to do.

    You could do something, a mistake happens, and 9 times out of 10, it's a random mistake you made, and if it's not, or it's a limitation, then you can often work around it with the huge variety of actions, conditions, plugins, etc.

    Yes every software has its weird parts, or could improve somewhere, but I simply don't encounter this.

    Multiplayer is a good example, it's my favourite plugin, I don't get all the buzz about it not being good enough or something. Even if the built-in sync stuff is not for you, then, you can do everything by hand anyway, we have the getbit/setbit actions, we have the ability send messages reliably or unreliably. Yes, again, always room for improvement, maybe room options or more properties for room info (such as name of host when displaying a room list), but guess what, you can workaround this and inject the name into the room name, and tokenise the room name when showing it to the player! Ahh this stuff is why I love game dev. Maybe to some it is convoluted, but to me it's adaptable.

    Major kudos to Scirra team for what they've achieved, but I want to point out Ashley, Diego, and other past devs, because - it's clear that almost every game developer HATES designing UI, can you imagine how it must be making C3... that... Is incomprehensible. Not to mention the rest of the behind the scenes stuff like runtime, bug fixes, backwards compatibility, but, cmon, UI is notoriously hated. The level of patience they must have is God tier.

    Also major kudos to the third party devs, unlocking even further usability within C3, effects, and things thought to be impossible or unlikely to see. I can't comprehend the work that goes in and will just default to "magic", undermining the the actual skill involved.

  • > On your other post, I shared a bug report link that has these exact steps you wrote!

    >

    > When you say C3 app, you mean in nwjs, or in Google Chrome?

    >

    > AFAIK it happens on latest Chrome (also happened about half a year ago, again a Chrome issue), and will likely be fixed around 20th Feb according to what Ashley found. Can use Chrome Dev, or Firefox, for now.

    Sorry, I think I must have missed it. Thanks! I've been requesting features that already exist, reporting bugs that have already been solved... and then forgetting I already did those things. ugh, I'd lose my head if it wasn't attached to me. I'm getting to be like that old person who complains about a problem that was solved 2 decades ago and keeps forgetting that it was solved. :(

    Haha no worries, I get that feeling too, our minds get a bit polluted with so many different things, hard to keep track of!

    At least this issue will be history soon.

  • What I hope to see from Flowcharts, is wayy more simplified event sheet stuff, and more "do most of the work in the flowchart view".

    Events could be mostly "on node changed" etc., not as much tokenising and such. How? I don't know, just wishful thinking but wanted to share.

    I'd absolutely love to see a function dropdown list in flowcharts, which I know others have mentioned and may not be on the cards.

    The reason a function list would be amazing, is, in flowcharts current form (respectfully, it's early days), it is a feature that you could think "well, I could just make this kind of system with event sheets already".

    Things like hierarchies, 3D, custom actions, they all have either saved time, gained us performance, or unlocked something we could never do before.

    Flowcharts feels like a "you could use this, or could do it manually" type of situation, there'd be not much saved time (because of all the events and tokenising, which you'd be doing if you made your own flowchart system via events and JSON - although one time save would be not making some UI to link stuff together), no performance difference AFAIK if you use flowcharts or did it by hand, and it is indeed something we can do ourselves via events.

    This is why I feel a function list or something, would be incredible to see - it suddenly opens a brand new way of designing logic, could even adapt flowcharts beyond dialogue systems and more for AI, kinda like Sims had with it's developer software Edith for designing Sims AI logic. I mean, you could do AI, with current flowcharts or a manually created flowchart system in events, but just feels like it adds that extra flair that Construct is known for, visual rapid development, what you see is what you get.

    But, I get this may not be the intended vision and just needlessly complex. Worth sharing feedback even if it's echoing previous comments, I suppose if a lot of people say something, then that means something.

  • On your other post, I shared a bug report link that has these exact steps you wrote!

    When you say C3 app, you mean in nwjs, or in Google Chrome?

    AFAIK it happens on latest Chrome (also happened about half a year ago, again a Chrome issue), and will likely be fixed around 20th Feb according to what Ashley found. Can use Chrome Dev, or Firefox, for now.

  • To use return values, you will need to double click your function (as if you're about to rename your function) and you will have an option to set the "return type", either number or string.

    This will change how the function works, I.e. you can no longer call the function as an action anymore, and can only call the function as an expression (e.g. You can set a Text object's text to "function.block-left-right").

  • Iirc if you do this, this will give you 0 or 1, depending on if Variable1 is actually set to 22 or not (0 being no its not equal, 1 being yes it is equal).

  • Not sure about the sprite editor hangups, but the "oh snap" bug, sounds like it's chrome issue and is fixed in dev build of chrome (which will come to regular Chrome on Feb 20th).

    github.com/Scirra/Construct-bugs/issues/7796

  • Agreed!

    github.com/Scirra/Construct-feature-requests/issues/65

    Gimmie some thumbs, only got 1 at the moment!

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  • With all info given, it is indeed weird.

    I have 1 possible idea, very unlikely:

    Did you had addons, and you did NOT bundle them in your project, so each test you did on other computers and browsers, you had to install those addons, then open your project and get errors?

    If that is what you're doing, then, did you modify those addons or update them?

    I say all of this, because, I tinkered with addons before and this made projects unable to be opened (didn't check console when this happened).

    Beyond this, I may be wrong, but, might be worth emailing your project to Scirra's support email, as, it's not a bug, but it's a severe issue with your project. Just clarify in the email what you've tried, other computers, other browsers, older C3, older backups, etc.

    It may be impossible for them to solve, or may be a huge endeavour for Scirra to investigate especially if its a large project, but, well, if I were in your position, that would feel like my only hope with such a severe issue.

    Do you have other info you can think of - did you mess with containers a lot in your project? Did you only add containers recently? Have you had a look at your c3p file with 7zip/zip software, does it open? Is it blank? Is it corrupt when you try to open it and open a random file within? Does this happen with any other projects? If unsure, try making a new project or take an example project, save it, close, open.

    I even wonder if "container" is a red herring in the context of Construct, maybe it's not container-related but a weird generic error message referring to another type of "container" within JS/html.

  • I'd say it's reliable, but I believe the debugger costs a bit of performance itself (though not 100% sure, or, if it does cost performance, is that reflected in the cpu %?).

    It may be more cleaner to add a text/SpriteFont and set text to cpuutilisation, then preview without debugger and see what you get.

    For the FPS, I've found Chrome is always wayy more performant, whilst Firefox lags in same exact game.

    For the FPS dropping randomly, I've only ever seen that on mobile devices. My mobile is a 120hz display, and even when I force it to "gaming mode", it drops to 60fps when it is overwhelmed, then few seconds pass, then it jumps back up to 120fps. Not sure if any desktop computers also do this, but I wouldn't have thought so.

    Perhaps the whole "nearly 100% but on older device it barely reaches 15%" thing, my guess is, is it using webgl2, or is it using your gpu on the device that reaches 100%? The debugger will tell you if webgl2 is being used, and also you could create a text object that outputs gpuutilisation - if you get a value, it's using your gpu. If you get "NaN", then perhaps gpu stuff is being offloaded onto the cpu, causing 100% cpu usage.

    Just some thoughts, hope it points you in the right direction!