konjak's Forum Posts

  • Great work!

    I just want to ask what the "Ceil" fix means? Sounds like you removed the only use of it, which is to round up? I'm probably confused.

    Also, if you kind souls do make another version, my only remaining gripes are with a memory leak that seems to have to do with textures. If I mess with animations for a while, or simply compile the game over and over, the program will eventually tell me "out of memory" and not work properly until rebooted, unless it just plain crashes.

    Keep up the great work!

  • Hopefully somebody is still tinkering with Classic for the occasional update. I just wanted to say that I've been getting a bug more frequently where Construct says "Out of memory" and you have to restart the program, so I'm guessing there's a leak somewhere? Most frequently happens when compiling a preview, since I guess that builds up the most memory use.

    Most annoying because the program goes weird and might not let me save before the restart sometimes because of how glitchy it gets.

  • So what I'm hoping, and you might be suggesting, is I won't see much of a drop in framerates as I go along now? It will get lower as the game gets bigger, but it exponentially decreases how much FPS it loses? Don't think "exponential" is the right word for shrinking...

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  • Tanks again, Ashley!

    I just want to say I got a MASSIVE spike in FPS when I ran an empty layout and disabled my Xbox controller plugin being global, I'm now running my test level that used to be 250 fps at 700, so this coupled with your new runtimes has given me a whole lot of leeway.

    I just have to ask a difficult question: do you think you (or someone else kind-hearted) will be able to improve this further? It still doesn't reach the 11,000 fps of an empty layout in a new game, even if I hunt down everything global and remove it. An empty layout in my game now reaches 2600 (originally it was only 500, so a massive improvement).

    I just want to be able to decide if I should continue this game or not. <img src="smileys/smiley19.gif" border="0" align="middle" />

  • Thanks for helping, but the problem, as discussed, still occurs on levels not using any events at all, and I don't use pixel shaders except for one place.

  • Not much happens, but there's still the matter of running a single, new, blank layout and only reaching ~500 than the ~2500 I get if I remove everything except a layout with maybe one or two sprites in it.

  • Nine layouts which I didn't really need all of them of, and 18 sheets. All levels are external, so is dialog and a bunch of cutscene code that can be saved in dialog files. The layout count hasn't grown because it started with seperate layouts for some sheets to counteract the past bug where too many objects in an event sheet could crash Construct when opening the expression editor.

  • Tried that stuff. What confuses me is, as I said, the level I'm testing on isn't running anything new since a long time, so there's code being skipped and everything as usual, but the game still slows down as if all the code within the CAP weighs down on the whole thing.

    Is this not intended to be possible with Construct (kind of)? I mean, can it only be my fault?

  • I've tried most of those things and it's always a steady increase in FPS, suggestion it's because the project is growing. If I remove most of what's in the game it reaches thousands of FPS, but if I just remove some I might get 10 fps increase until I remove enough to not really make it a working game anymore.

    So it doesn't seem to indicate a single culprit, no.

  • See, it's not that simple. I've been making content that doesn't really encompass maybe 20% of the project in the end and I've already gotten a drop on an untouched level from 500 to 200, to me that implies that if I finished the game it could be struggling to get above 30 fps at the best of times, even if a layout runs very few events.

  • Something to add: If I run a layout without any code included with it it still doesn't put out that much FPS. Should I be very sad yet?

  • I'm worrying a bit for my game project. It's becoming quite code-filled across several event sheets, and I'm noticing that even if I run an old level file that used to be able to put out ~500 fps in Unlimited mode, it now is just above 200 most of the time, but the level itself doesn't use more code than before.

    Will the project just keep slowing down as I expand on it (levels and a few bits of "code" are already external)? Is there something I can do to avoid this global slowdown of the game? I tried lots of stuff to try and pinpoint places where the sudden drop could occur, but it doesn't really get better until I remove basically everything in the game. Could I possibly make MORE event sheets so that instead of just disabling groups to skip code, I skip including other event sheets? Would that help?

    I just don't know how Construct works on this level.

  • Ah, nice to know, and thanks for the tip.

    For now I'm managing with the index numbers, just uncomfortable with the idea if I had to leave unnecessary samples in the game at some point.

  • XAudio2 works fine for me. Audiere isn't able to play the files that way either.

  • I was just wondering if there was a way for some kind soul to "fix" XAudio, the problem being that when you pick "use expression" to instead type the resource you want from your Files folder, it can only accept numbers (that reference the list position in the folder) and not the actual name of the file.

    It would just simplify things for me. I have a function that plays sounds to clean and speed up the code, but the trade-off right now is once I've started using a sound in several places using the list number of the resource, I can't change the order of the resources. If I remove a sound, all the sounds listed after will have their list ID number subtracted by one, etc.

    I was just hoping it could be added by someone or something!