majesticAsFk's Forum Posts

  • I think I read somewhere here to try keep it under 100mb but you'll more likely be limited by processing power before memory.

  • Every time I've had this issue it has been switching from an audio heavy app to my game so you might be on the right lines. Though frustratingly I'm not able to reproduce it on demand.

    I'd be interested to know your experiences with other export methods.

  • I'm having no joy with the audio corruption, but something Ignaci mentioned in another thread (thanks!) gave me the idea of setting the audio to silent on browser suspend and back on with resume and a 2 second wait and this stopped all the horrible playback of all sfx effects at once bug.

    You have to put in a long enough wait for the duration of your longest sample, for me 2 seconds was enough.

    It's not great but better than the alternative!

  • Thanks for the reply lucid, the single object processing certainly sounds interesting

    My (probably naive) thinking was the animations could be processed every, say, 5 frames and trade-off smoothness for speed (as an option).

  • Sadly I concur, I have two simple characters per level and when they're both on screen at once there is a noticeable fps hit on slower devices I didn't get with sprite sheets.

    I wonder if it's possible to not have the animations update every tick??

    Overall I do love spriter/C2 integration

  • I also get the audio corruption infrequently on my ipad4, since I'm currently using intelxdk preview I assumed it was an issue downloading/streaming the audio. Very worrying if its happening on live apps too.

    I consistently get the play every audio in the level on app resume also (annoying)

    Bugs for Intel XDK maybe.

  • Hi Ashley

    Expanding minimised events is a big one, also more intuitive focus of windows controls, e.g.

    * Press enter on an existing function call to edit.

    * It goes to the 'Name' dialog, alt + left to go to previous screen.

    * Search has focus (this is good), press tab to go to Function options below (call expression, call function, set return value)

    * 'Call Function' has visual focus (presumably because that's what I was editing)

    * Press left or right key to select one of the other two options, 'Call expression' highlights (even if you pressed right to 'Set Return Value') but actually the title 'Function' has focus and you have to press down again to go to the function options.

    Hopefully this makes sense, basically what has visual focus isn't always the case - titles getting focus is unnecessary and breaking visual focus.

    Another example, in the event view pressing down goes to the event/action below but if it is minimised you can't see what you have selected and actually you would want it to jump to the next visible event/action.

    Another minor example is tab index, create a new action, goto 'System' for arguments sake, press the 's' key repeatedly (not in search) and watch the selected item dart around the options in no particular order instead of sequentially.

    These are some of the blockers stopping me keyboard navigate, in terms of new features maybe a quick edit would be nice, so whilst on top of an existing variable, typing would be overwriting the variable value without having to open up a new dialog (some how avoiding kb shortcuts)

    If it is useful I could perhaps come up with a more comprehensive list but this is the general gist!

    Thanks.

  • As someone who spends all day in vim I would really love to see better support for keyboard navigation in Construct 3, obviously this only applies to event sheets.

    I am familiar with C2's kb shortcuts, and grateful for them, but so much more could be done which would speed up programming no end

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  • You should put this in the bugs thread and it will get looked at

  • In almost all cases the game will run better on the device than wifi preview, if you're getting 60fps in preview you have nothing to worry about

    I've only seen one exception so far - the hudl2 tablet which for some reason did run better in preview, though I assume this is rare.

  • Thanks, good to hear some first hand experience

  • Are they short sounds? I found with ios I had to put a short silence before every sample else they wouldn't be heard. I assumed because sounds are faded in on ios but I don't know. Could be a similar issue.

  • Hi, I'm aware C2 only renders objects that are on screen but how does this work for tiled backgrounds which span onscreen and off?

    I have a very long level with a repeating texture from start to finish, would there be any performance hits processing this as one?

    Thanks

  • Ugg sorry, the breaks the formatting, try:

    https://goo.gl/SsJHZW