NetOne's Forum Posts

  • Sorry just got what you were saying! . Throttle using performance audit. Not the sharpest tool in the box me.

    Let me go home now, play daddy for a few hours, then check the surface pro. it maybe a graphix capability thing and the surface will show that for sure.

  • are we in the right thread? im at work at the moment on a work machine, cant do any recording or anything like that and the construct website is the only one that is not blocked (they haven't figured out it is game related yet I suppose) will try the 1000+ event sheet tonight on the MSPro4, and do a dev tools performance record. the performance recording usually hits the MSpro4 quite hard but if it runs on that thing (while doing a performance record) then it should run well on pretty much anything. will try to post back tonight if not on the weekend.

  • yea it doesn't seem to be actual local storage as it doesn't get cleared when clearing cache in settings (which normally clears local storage). I looked into it a little apparently it is for use by web apps for more robust storage of larger files but yea much tech stuff above my pay grade...

  • Just to follow.

    I just combined a few sheets into one to get an event sheet with over 1300 real events some with many actions.

    This is not on the surface pro but on a work laptop I7 with quaddro gfx (similar to maybe 1060 with 5GB gfx ram) and 8GB system ram.

    No discernible lag on any operations.

    Will try the pro tonight.

  • just FYI. I have about 7 sheets in my current project included in main.

    Two of those sheets are running at around 500 events each with no discernible lag (well nothing that has made me notice anything anyway)

    this is on surface pro 4 I5 with integrated gfx and 8gb ram.

    maybe some browser plug in or other open app eating resources? (things like facebook and active one note sync are resource killers) or maybe hard drive full / failing?

    also

    I think I did notice a small improvement in snappiness and feel by deleting the chrome IndexedDB storage data which had maxed out at 16GB! maybe try that.

    construct.net/en/forum/construct-3/general-discussion-7/16gb-for-indexeddb-in-chrome-u-141219

  • So this is kind of just FYI but also maybe a question to Ashley that maybe users need to be made more aware of the need to manage this storage area.

    So I have been having a few issues with construct in chrome recently.

    Namely Various messages related to memory or storage like "not enough storage space" and also continually "serialized number too big"

    There is over 100GB free on my SSD so that's not the issue

    also I cleared the chrome cache (chrome advanced settings) but no joy

    Digging around I found that under dev tools > application > Storage > IndexedDB (when in editor.construct.net tab)

    this storage location was allocated up to 16GB of space and there was an indication that it was "full"

    there was an option to delete this data so I did and now no more messages about storage or serialized numbers.

    also it feels that the editor and also game previews are running faster/ snappier (have no way to verify this though may be my imagination)

    I assume that this IndexedDB is maybe the local storage for saved exports, projects, offline versions of the editor i dont know , also it appears to be used by the editor when running, but yea maybe there is a need for users to be more aware of the need to manage this storage area.

  • Still getting this in the editor once and a while.....

    No console errors, no issues, nothing crashes, can just close and carry on.

    Any ideas? Its kinda freaking me out

  • Shanetastic

    Dooooooooood....... Holy moly...

    This certainly looks special and I hope you will maintain commitment and complete and wish you all the best to do so.

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  • Interesting. Aspects of that graph do have an uncanny similarity to long term market index graphs.

  • Yea, I would also like to know.

    It would be great to host a global leader-board next to your game on your own website. (or maybe even in game gathered from the server)

    If no then is it even actually possible?

    i.e. is it worth raising on the suggestion forum?

  • OK I think get it, its actually really important info to understand, thanks for your response.

    (and happy new year BTW!)

    Then it seems im getting away with it as I dont have multiple instances of enemy objects in the layout. Just the one of each for they layout load which are destroyed on layout start (which I believe we dont even have to do that any more with C3). Enemies are then created in game when needed and they seem to be picking up the project object default values ok. I'll leave for now then as it does indeed work. but definitely good to note. cheers.

  • If i could just bump this once Ashley

    as you see on the left above

    for each of the enemy sprite objects

    which are members of the "3D_Object" family

    I am setting instance variable initial default values for

    score, health, speed, scale etc

    directly on the object in the project tree. The instance variables are inherited from the 3D_Object family

    I have never had any issue ever with enemy behaviour even creating tons of them during runtime. The values entered on the project tree object have always been set correctly at creation during runtime.

    so OK to continue to work like this?

  • Fusion, now owned by blackmagic is free and does 2D and 3D and is better than AfterEffects, but there is a learning curve as this is the software that many big name movies used to and still use.

    I guess I should add that this is not specifically designed for explosions and those, but you can do anything with this software

    It's actually insane that something like this is free. Used to cost $5000

    wow, the particles look real nice. and its free! ? Must be some catch....

    I will give this a crack tonight...

  • particle illusion for vfx particles:

    https://borisfx.com/products/particle-illusion/

    Well I was looking for a timelinefx alternative (as I find it rather crashy and un-intuitive)

    but $399.00 for the particles plug in .... ouch....

    it does look awesome though....

  • These days I suppose a lot of it is about marketing and hype on forums, blogs, social media, youtube etc. There needs to be a lot of links out there to your game and it needs to be featured where it will get views and generate some sort of hype.

    also, many indi devs dont realize but, mobile market is very different to even 5 years ago. on mobile now, you are up against games like Fortnight and Candycrush which have captured and, more importantly, retained absolutely massive huge chunks of the mobile player pool. How do you drag players away from those games I dont know.

    and on top of that many of the really big players with huge marketing budgets are now devoting massive resources to break the Chinese mobile market and hooking up with large Chinese companies to produce massive mobile titles with very addictive micro-transaction based game-play mechanics. eg Blizzard recent announcement about Diablo.

    Im not saying it is impossible, there are a lot of indi developers making a lot of money and the market is ever growing.

    But yea, I didnt really answer your question but I suppose my answer is , these days, it is not about just making a good game with a slightly new game-play mechanic but you also need really clever marketing tactics to generate shares and views.