oosyrag's Forum Posts

  • Did you set the purpose?

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash

    There are further device specific options in your export wrapper.

  • Some specific Construct limitations off the top of my head, there are probably more.

    No running when window is not focused.

    No FPS rate limiting controls.

    Certain things will run more efficiently/faster with pure JS, vs behaviors. The normal user is unlikely to run into this as a problem, until really pushing the limits of what a device can do. But then you can just use JS, so it's not really a limitation.

    Various issues with using HTML form elements, which float over the canvas.

    Jankiness with high cpu use (on certain platforms?), even if FPS is high. (This one is being actively looked into AFAIK and should be fixed, more of a bug than a limitation)

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

  • Or just add a TURN server.

  • The lessons and concepts you learn from using the built in multiplayer plugin are 99% applicable to any net code you do in the future, regardless of the specific format or platform.

  • You can use any version of Construct 3 you want by using the direct link editor.construct.net/rxxx

  • It's definitely a thing and not an optical illusion where the game can freeze for a few ms from high cpu use, even on pc, even when fps is 60+.

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  • For a single event,

    On collision with heart - Set health to min(health+10,health_max)

  • Add a For Each Enemy condition.

  • If you don't want the follower to cut corners and get stuck, there are a few options to try:

    1. Use pathfinding.

    2. Have the player drop or otherwise keep track of waypoints for the follower, so the follower follows the player's path exactly and doesn't cut corners.

    3. Use line of sight to trigger a switch over to pathfinding when line of sight is lost, until line of sight is regained.

  • How about collision filtering, where the player ignores the follower's collision box entirely, while keeping the follower collision box enabled all the time?

  • Disable the 'Enable BBCode' property of your text/spritefont object.

    You can also use \ to escape the [ character, but that's less useful in a user input type situation like yours.

  • Ran some tests to try to reproduce. It's much more noticeable for me when my estimated cpu usage gets high, according to the debug preview, at about 70%+. FPS stays above 55, but it's when it changes that jank is noticeable, especially for linearly motion. Lowering the number of objects/cpu load to under 50% made the FPS much more consistent.

    Turning off Vsync actually made it worse for me, as it drove the CPU use (and fps) up, causing significantly more jank, even though the fps was high.

    If the source is actually a CPU limitation, see if there's anything you can do to lower CPU utilization. If it happens in an empty project with low CPU utilization, I'm going to guess that some background software is possibly taking CPU time away from the game, like for example how some antivirus softwares can potentially slow a system to a crawl when running a scan at high priority. Not sure if that's a thing that can happen on a mobile device though, depending on how the device prioritizes it's CPU. Maybe some sort of power saving throttling? I doubt that would happen when actively using the device though.

  • That's not really true:

    Not sure if you really forget on purpose or ????

    as on the videos, they clearly showed you the settings before recording at 60 FPS please do not invent false accusations.

    Yes, It was one of the tests at 19FPS trying different crazy configurations as they told you just for testing but all the rest of the videos were at 60PFS as they show you clearly on that video.

    https://www.dropbox.com/s/sj84pw9ffdmy1w4/Stutters%20Recording.mp4?dl=0

    Settings: https://www.dropbox.com/s/ta2r9376yuqwu4f/c22.png?dl=0

    I never saw this follow up video at 60 fps, just the one you posted at low fps. I have no idea why your cacti are jumping like that.

    I find it funny that you still going on with the same subject where you clearly couldn't make even one video smooth without stuttering after a whole night of trying.

    This is the best you could do:

    https://www.dropbox.com/s/bbmrvggjkoapinv/framerate.mp4?dl=0

    Your video with the blue objects is clearing stuttering and this is one demo with just two events and a few objects on the screen so really it should have been very easy for you to make but you couldn't, though you still carry on with the same thing.

    If I was you I would definitely not bring back the topic after that night lamo ))

    If you consider the blue bars stuttering, we have decidedly different definitions of what stuttering is. Looking back at it, I do see some stuttering on the blue bars now, but only right after hitting play from stop, but not when I rewind/scrub back to the beginning after it's already playing. I'd chalk that up to my computer being a potato as it loads the video into memory. Regardless point was to show the difference between recording at a low fps and high fps. Which has nothing to do with the OP's topic at all.

    Though not sure what has to do that topic with the OP's topic as the topic you mentioned was for recording videos for trailers etc... and the OP has stutters at the Gameplay not recording.

    I understand that the OP has stutters for gameplay, I was saying that it is harder to see the problem from a video when the recording framerate doesn't match the game framerate.

  • You would want to do some vector addition - The original speed and angle of the bullet added to the speed and angle of the player. The most straightforward way would be to take the x and y velocities separately and just add them to their respective velocities. Unfortunately the bullet behavior doesn't have access to individual velocities on each axis.

    The neat thing is you can have multiple bullet behaviors on the same object. So add a second bullet behavior to the bullet object, and set the angle and speed of the second bullet behavior to the angle and speed of the player object. Assuming you're using custom movement like in the example, it would look like so:

    -> Bullet: Set Bullet2 angle of motion to Player.CustomMovement.MovingAngle degrees
    -> Bullet: Set Bullet2 speed to Player.CustomMovement.Speed
    
  • It may or may not cause issues. It's hard to say, a lot depends on the user's device. Precisely because it's hard to say is why I prefer to play it safe.

    Larger textures can definitely cause issues in regards to limited VRAM. It just doesn't make sense to me to risk potential problems for something that people may or may not be able to take advantage of in the first place (or even notice a difference at all).