rozpustelnik's Forum Posts

  • Had the same issue. Try updating the browser itself - I think it was a memory leak problem on chrome side.

  • Thanks for the answer, but MoveTo has one flaw. When the object is moving, its coordinates are changing every tick and MoveTo will never reach the object if it runs constantly.

  • Imagine this: an automatic sniper scope [in form of a cross on the screen] is following the moving object [platform]. The scope is getting closer to it and in given time it will reach the object and shot can be fired. This can be achieved by simple decreasing the distance in relation to moving object. But how to apply inertia to it, when the object decides to suddenly change direction? The preferable result would be that scope will still continue to follow the previous direction of objects movement for a short time and then again follow the object while reducing the distance.

    In other words - the object and the scope are connected by invisible rubber band which shortens in given time...

    Is it possible to achieve this without using the physics?

  • Seems to be working, Thanks!

  • Is there a way to have only one specific layer affected by "adjust HSL mask" without having affected other layers beneath it? Like so: (top to bottom)

    Layer 1: adjust HSL mask

    Layer 2: layer affected by fx above

    Layer 3: not affected

    Layer 4: not affected etc.

    Imagine having player's character on one layer (Layer 2) and having the sprite affected by HSL mask. The background is fine and I don't want it to be affected by this effect (Layer 3 and 4).

  • This is relatable to the already observed behavior in Ashley's video:

    dropbox.com/scl/fi/9etln168wujqf69i87wil/janktest1-slowmotion.mp4

    Reported by Ashley two years ago, Android case issues.chromium.org/issues/40839122

    but it happens also on high-end PC.

  • Here is the slow motion video of the jank problem in Construct Preview.

    The jank can be observed at: 1s and 9s (same footage, different speeds).

    youtu.be/o55G8jmeyYE

    Here it can be observed between 2 and 3 seconds.

    youtu.be/APv2m5_fd-c

    I tried also to trace it in Chrome, here are some screenshots. The tracing is not corresponding to the previous videos.

    Frame inconsistency?

    Additional work done by GPU?

    Generally, all frames are targetting the desired FPS, most if not all of them are below 16ms. But sometimes the frame is skipped resulting in jank. With the full screen the effect is more pronounced.

    Hardware:

    AMD Ryzen 9 7900X

    NVidia GeForce RTX 3060

    Win11

    Project settings:

    Fullscreen quality: LOW

    Sampling: Trilinear

    Use worker: Auto (which means it is using it)

    Enable WebGPU: Yes

    Framerate mode: V-synced

    Downscaling quality: Medium

    Rendering mode: 2D

    Anisotropic filtering: 2x

    Max spritesheet size: 4096

  • There is a jank / stuttering observable in preview. I have a high-end PC and FPS is always at 60. Worker mode on/off - no difference. WebGL vs WebGPU - no difference. When preview is not full-screen, the jank is way less pronounced. Not tested in exported project yet.

  • I cannot load my project. C3 nwjs is stuck forever loading files.

    NWJS and C3 up to date.

    Here are some details:

    1. When loading the project

    2. Memory use: it should be around 1,6 Gb - which means not all files are loaded.

    It doesn't matter if I start the C3 in elevated mode.

    What is weird - opening the project succeeds in 1 on 10 tries.

    Anyone encountered the same problem?

  • Thanks. I'll try to sort it out with touch id.

  • Imagine having many cards on a screen. Cards can be dragged around with touch plugin. I don't want to have any cards (except one) being dragged by other fingers at the same time. How do I limit the touch to just one finger / input?

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  • Eren Wow! Thanks!

  • looking for rex platform moveto c3 runtime, will glady donate.

    I second this :)

  • Eren Seems to be working! Thank You so much! What could be the issue?