MikeMS's Forum Posts

  • I don't think it's clear at all that you're having the same problem as described in this thread, especially since I don't think it was ever really clear what the problem in this thread actually was to begin with.

    The description of this problem is quite similar to what I have, so decided that this is the same problem.

    Hmm, it's turned out to be quite simple to reproduce this issue in a blank project.

    Here is an example project attached. To check it, you need iOS device and a bit of patience. On my PC all works fine, on Android - I can't check it right now, but on my iPhone8 and iPadPro-2ndGen (both on iOS 14.7.1, testing by C3 Remote Preview) audio starts crackling (or pops) after about 2-3 minutes and then becomes harder and harder until all audio is messed up in noise.

    Interesting moment - I also have a very old iPadAir with iOS 12.5.4, and on it - all works fine, almost no sound issues, just a few "pops" maybe in 5 minutes.

    By the way, on the same devices (with iOS 14.7.1) I have my old game C2 build (compiled somewhere in 2017) that still works fine without this issue.

    I will create a bug report with this example file, but not sure how it can help...

    drive.google.com/file/d/1tZ2VQ7SGzFNkpCI9tsAuvys9ZW7NR8zT/view

    update: bugreport github.com/Scirra/Construct-3-bugs/issues/5063

  • Hi all! Have the same issue! Updated my project and while testing through iOS TestFlight found this issue on iPhone and iPad :( after some time (5+ minutes) sound starts to crackling and then becomes totally white noise! This is really sad, I using audio positioning and can't remove it from a game! Currently tested with WebM audio format of sounds.

    I'm checked, Framerate mode - it's set to V-Synced, so it appears not only in Unlimited mode as Ashley said. Do you found any good workaround for this problem, AlexFrancois?

    P.S.: Noted, that this problem is less significant while Remote Previewing on a device, but becomes significant in the compiled build (or it looks so). Sometimes it intensifies if changing volume with device buttons while playing.

  • Thanks for response and (as I saw in bugtracker) that this crash will be fixed in a next release!

    I hope web-version will have all that functionality that standalone has. (in my opinion it's very important functions)

    Updating frames from animations as well as edit sprite in external editor...

    And also, can this be available when project saved as single file, as this was before?

  • Hello everyone!

    For some time I was busy and didn't work on my project, now I returned and... Where is reload all images button in sprite editor with it's options (reload all frames in current animation and reload all frames in all animations)??? I have dozens of frames in dozens of animations and it's was handy to reload them after I re-render it, update source files e.t.c... I... I just can't continue my project without this! Please help! I remember that they disappear in web-version of construct but still was in standalone and now they disappear from there...(((((

    That's not fun, really! I'm very disappointed by this!

    Update: Did some researches and found that if now I save project as project folder - this buttons returned! Phew, I can continue work on project and it's not ruined! But if I save project as single file - they disappears...(( That was so handy to keep all project just in one file...

    Update2: Wait, button is here, but it looks like it works incorrectly, I'm updating source sprite? pressing the button and it didn't updating it! If I load image manually by "load an image from file" - it updates, but then, when I pressing "reload image frome original source" - it returns it state from which sprite I last saved project...((

    Looks like I need to bug report this. Also saving project as "project folder" takes very long time on hdd (to ssd - it's Ok)

    Creating test case in a clear scene makes construct even crash!(

    https://drive.google.com/file/d/11gqyYIWGvhS7OKv0XALxa5J3Ru6pgpD0/view?usp=sharing

  • > I'm a desktop user, and I just tried to switch to the new method described in the first post (latest nwjs plus construct package). It loads OK, but after around 30 seconds the application just closes with no warning. Anyone got any ideas what could be causing this? Thanks.

    me also facing this issue. I also just tried this new method and application just closes with no warning.

    Same thing :( but even with non-sdk it stops working after a short period of time.

    UPDATE: I downloaded older version of nwjs - nwjs-sdk-v0.44.6-win-x64 - and looks like it working Ok...

  • Wow! This c71 version works with big animations in animation editor MUCH faster, without lags! Thanks!

  • Hello! My Question is - how to update (reload) animation frames? My project contains a lot of animations, and in Construct 2 after I load them at first time (Import frames from files) they linked to its source files automatically and then I need only select "Reload files from Original sources" to reload then, which was very handy! Now in Construct 3 I can't find how to quickly reload them from original sources :( After "Import frames from files" linking isn't happening and if I press "reload from original sources" its just stucks C3 for about 30 seconds and nothing is updated, and sometime it ends even with C3 crash... :(

  • i tested runtime 2 and runtime 3 , for me runtime 2 is faster and uses less memory , any one has the same result ?

    Yep, purchased recently C3 and was a litle bit disappointed after opening and converting my game to C3 runtime... While on my main PC (with good CPU and GPU) debugger shows much better results of performance with C3 runtime (fps is clamped 60), but on older PC's (I tested on 3 different old machines which runs with Win XP, Win 7 and Win 10) C2 runtime shows better or same real fps, but C3 runtime looks like use more memory. On my iPad Air C2 runtime shows about 30 fps and with C3 runtime about the same (iOS 11.4.1). Tested on iPhone 8 but can't say much about real fps because it's clamped with 60 in both cases.

    Must to say another a bit sad thing - I can't even remote preview project on iPad Air with not optimized animations (cropped frames) it's just crashes on loading (with both runtimes), but in Construct 2 remote preview it can load and run it.

    I noticed some minor strange bugs in c3 runtime like extra slow remote preview on devices (which connected over wi-fi in the same room) when on host machine ESET firewall is active; strange issue with different brightness in game and jiggling sprite animations when previewing in safari (only on devices, and with low or medium downscaling quality, before cropping animation action - after cropping frames this bug is goes away)... But i think this will be fixed in the bright feature of C3 runtime. ))

    Sorry my english. Hope my info will help a bit in a developing C3, cheers!

    P.S.: Oh, forgot about little difference in gamepad control in C3 - looks like actions which triggers by gamepad conditions "executes" after all other actions in event sheet, hard to say exactly it was a bit wierd... But I fixed this quickly by adding Wait 0 command before actual actions (like changing animation for a family with sprite objects) and reordering some actions. This doesn't happen in C2.

    Update, yes this one was easy to recreate:

    hmmm, checked this in C2 and it behave the same.... (variable sets to 1 only by pressing jump button on a keyboard, but remains 0 while jumping on gamepad from xbox)

    P.P.S.: Noticed another funny bug (after opening c2 project in c3 with even c2runtime), on one of the layouts that uses Noise WebGl effect on one of it's layers with multiply effect - whole level (all layers below this one) was duplicated and mirrored in layout )))) I deleted Noise effect and add it again and all works fine after. It's more weird that same layer with noise was on another layouts but this bug was only on one of them))) -- experimenting more with this bug I found that it's repeated while I have effects order Noise then Multiply and no another effects after it and layer isn't transparent... drive.google.com/file/d/1R0--RlQrL_TMC2ij0I-sFsbgvndqRNli/view

  • Agreed! I'm making a level for platformer game and when some small object is obscured with bigger one, it's very uneasy to move them from here, even if I select it from z-order bar or with tab+click, the only way to move it from here - is to use keyboard arrow buttons... sadly this situation happens too often to ignore this lack of control.

    My suggestions for this:

    1. We can rotate selected object by handle, scale it in different ways, but we don't have any gizmo (handle) for moving it without loosing selection. So additional handle can be added for move object. - not best solution in my opinion.

    2. Add a keyboard shortcut, while holding a key - selection is locked and we can't accidentally change selected object. - looks like best and easy solution.

    So, Ashley please save our brain cells, it's so painful right now!

    By the way, for the future requests (especially for C3 which don't have customized Quick Access Toolbar):

    Please make a hotkey for "Show collision polys", "Snap to grid" and "Z Order Bar" I'm using it often, toggling back and forth without loosing selection while positioning different objects... In C3 right now these requires changing selection to layout properties, toggling checkbox and then again re-selecting objects...

  • newt

    Ashley

    big thank you guys for clarifying this moment of how it work "inside".

  • There's a difference between blending modes, and effects.

    Additive is a blending mode, and multiply is a shader.

    Multiply is blending mode also, just working in C2 through a WebGL shader...

    So the question is still open - is there any way to get multiply (or in my case custom blending algorithm based on multiply fx), with performance of existing Additive blend mode (for better performance on older devices like iPad Air). Maybe by creating an extension for C2...?

  • Hello! Sorry my English, but I hope you will understand me right.

    While optimizing project I noticed some interesting (or strange) behavior of WebGL Blending mode effects.

    I have a layer with lights which uses WebGL Blend mode effect (multiply), and while testing scene on iPad Air I have about 34 fps (If I change it to screen or overlay, I have the same about 34 fps, even in almost empty scene).

    But, If I delete this WebGL blending effect and set this layer blend mode to Additive - I will have 60 fps.

    So, I think iPad Air doesn't have good WebGl acceleration and maybe it emulates it or something, but! In terms of "screen arithmetic" Addition and Multiply blend mode - is almost identical by calculation required...

    So, why in not WebGL layer blend modes (thats perform faster on this device) we don't have all other blending modes?

    Can I somehow achieve performance of non-WebGL Additive blend mode, while using WebGL blend modes?

    Yes on iPhone 8 on which I also test it - I have stable 60 fps and no problems at all, but I think it is will be very good to run smooth on not so new devices...

    Thank you!

    P.S.: Same on C3 and C2.

  • Vpick

    Thank you very much!

  • Greeting Comrades!

    Game is finally released on Steam! And troops awaiting your command!

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  • >

    > By the way, game recently passed Greenlight!!! So thanks so much to who support game in voting! BIG THANKS!

    >

    Will definitely buy it as soon as it will be available on PC.

    So no "code-programming" (including plugins) was involved in development?

    Thanks!

    Yes, almost all "programming" was maded with only C2 instruments.

    Congrats on the Greenlight! When you release it on Steam, let us know.

    It is a very well designed and polished game you have. Titles like these really showcase C2's ability to be a cross-platform engine that can scale small to big projects.

    Thanks a lot! Yep, certainly I will let you know when I released it for PC

    Nice artwork. You got a +1 from me a few days ago!

    Do you hand paint your sprites, or are you pre-rendering them? I really like the oil paint sort of look the artillery pieces have. The terrain and bushes look pretty cool too!

    Thank you very much!

    Almost all in-game graphics was pre-rendered, but somewhere I do some overpaint on rendered models (for example on damaged vehicles).

    Main menu background, end-game screen and characters was painted by my friend in photoshop.