rraffo's Forum Posts

  • It is probably faster for me try to change the the sprite and confirm you the results. I'll reply you back as soon as I did reconfigure the affected sprites.

    Thanks

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  • I think the memory usage guide in the manual and tutorial on Construct 3's export optimisations should answer all of these.

    Hello Ashley thank you for your reply. I missed your second link it answers all my questions and clarify another doubt I was having regarding a rendering issue on which side by side sprites were creating a flickering unexpected line between them. Is that related to the power-of-two size of the sprite (remember? my sprite size is 480x512). Basing on your documentation reducing the size to 480x510 will remove the artifact?

    and... thanks again.

    Riccardo

  • Hello and thanks for your attention,

    I’m using C3 and I have a sprite with several 480x512 images.

    The images have been created as a 8bit PNG files with 2 unique colors using GIMP (black and transparent).

    I did decide to use 2 unique colors because I do need just these 2 colors and last but not least file size reduction.

    Said that, I have some questions:

    1) In terms of project file(.C3P), APK or other export format, is the PNG converted or it keeps the original size and format within the export package?

    2) Of course images are obviously decompressed in memory while they are used. Are all frames of the same sprite decompressed if not all frames are used? (I ask this because I’ll probably have 1 sprite with more than 1000 frames with images mentioned before but I’ll use just 10 frames at the same time)

    3) Once one of the above 8-PNG files are imported into a sprite and I try to edit a frame with the integrated C3 editor I’m not able to understand the type of PNG I’m editing (32/24/8 PNG). What if I actually perform some edit to the 8-PNG image? Does it maintain the 8-PNG 2 unique color mode? (I’m asking this because the imported, ready to use, images might need a last minute modification and the internal C3 image editor would be fine for that edit but I would like be sure it will preserve the original properties)

    4) I did try and it looks fine but do you confirm that if I save the mentioned modified frame the same format, compression, mode of the original file will be used into the saved file?

    Thanks a lot.

  • You can test this yourself. See Answer your own performance questions with measurements

    In general families should have little overhead, but as ever, the most important rule when dealing with performance is to optimise things based on actual measurements, not speculation.

    Ashley thanks for your reply, I completely agreed with you, test by myself is the best choice but in this case I cannot disable the family after my check and it will continuously manage the list of the family content.

    Since you said family may introduce a little overhead is there a chance you will plan to add a disable action for families?

    thanks again.

  • I have several families on my project and some of them contains more than 1000 sprites that are continuously destroying them self and recreate again.

    More ore less the count of the objects within this family may vary from 1000 to 1400 but most of them are copies of the same sprite.

    Since there are some families I just use one time into the game (for example I check the family on start of the layout and I will not use it anymore) I was wandering if maintaining the list of the objects into the family it costs something in terms of CPU. If so, is there a way to remove, delete or disable the family?

    Thanks

    Tagged:

  • Hello developers,

    as you know mobile game optimization require a special attention.

    I use a lot the CPU profile and I like to sort Self and Total time column to keep an eye to the CPU usage.

    Often, when I focus on a particular group of event, would be very useful for me sort the Activity column to have the percentage of that group not moving up and down and keep it always under control.

    Unfortunately it seams that Activity column it is not sortable.

    is there anybody out there knowing if there is a way?

    Just to be sure to find out and optimize, where possibile, all game bottleneck, I'm used to break down the events in groups to understand better how much CPU each group consume and which of them should require my attention first.

    Nonetheless activity like "Draw calls", "plugin processing", "physics simulation" doesn't give me a clear break down to understand what is exactly load the CPU. Ashley is there a plan to add this break down to the CPU profiler?

    I would not mind to have a CPU graph usage as well. (Christmas wish list period :) )

    Please do not misunderstand me, I do really like CPU profiler and is well built and really helpful.

    thanks!

  • Seems related to this bug:

    https://github.com/Scirra/Construct-3-bugs/issues/3127

    Please log a bug report.

    yes, it look related. I've opened a new issue:

    https://github.com/Scirra/Construct-3-bugs/issues/3498

    thanks

  • Hello,

    I got crazy this evening and a bit scared because on my project I was no longer able to run a debug layout.

    Actually it was completely unresponsive and any variables into the debug page were apparently frozen.

    Normal run was working correctly. So?

    I've excluded a Chrome cache issue and I started to think to a corrupted file.

    Lucky me I have stared since the beginning to use Google Drive and automatic save of the project.

    But previous Gdrive stored version were affected by the same problem.

    Finally an 3 days ago version was working using debug layout.

    Oh my God... I've lost 3 days of work...

    Before start from the beginning I have looked at the first old version with the problem.

    What I have found was that the problem was caused by a stupid function where disabled but not the call of that function was executed into the "on start of layout"

    Well, now that I started to breath again I would like to understand if it is possible to avoid with a message forgetting a stupid thing like this.

    Just to show the problem please have a look at this example:

    https://drive.google.com/file/d/1W0zj0zN13B_fAWz5dz1AJLqwHTjBzTgH/view?usp=sharing

    if you run this in debug layout you'll get a blank screen. It works if you run this normally.

    Thank to anyone agreed with a like this should be solved.

  • Colludium I have read about your Box2d+ plugin for C2. Is LFJS for C3 including all Box2d+ features?

    I have seen your tower stress demo (I assume it is this one: https://box2dplusdemo1.netlify.com/). I'm interested to the generation of collision polygon from an image alpha if this feature is available into LFJS.

    How fast is the scan of the polygon? I might need to have continuous scan of several polygon into the screen that are frequently changed by the dynamic of the game and I would like to understand better this point because apparently into the demo it takes some times to scan two simple objects.

    thanks again for your time.

  • Colludium I have some more question for you:

    1) Is LFJS plugin a replacement of the C3 Native physics plugin?

    2) what if I have a working progress physics game using the C3 Native plugin? Can I easily replace the native plugin with LFJS?

    3) My target is to obtain a more robust and faster physic engine. How much faster is LFJS compared with C3 Physic engine?

    Sorry to bother you but I will probably have some more questions... :)

    thanks for your patience.

  • Hello Colludium, this is amazing. I like it very much. Is there a way to try it before buy this plugin?

    How the license of this plugin works?

    Is there a video or documentation explaining and showing how your plugin works within C3?

    thanks a lot

  • Continuous preview was removed in C3, because it appeared nobody used it. That happened back in 2017.

    Ashleydo you have plan to implement it again? Sound strange to me that users wan't use it.

    I would bet that the reason is that just few developers knows it exist and know how really improve developing.

    Let me say that I really desire it. I will put on my Christmas wishes.

    tx

  • You can use "Save the current state" and "Load the previously saved state" buttons. I believe this works the same way as Continuous Preview.

    Thanks, I will try this way but it looks it is not the same provided into the C2. Am I right?

  • I came across an article showing a great C2 function helps a lot developers that need to fine tune games while they are running. This is the Continuous Preview.

    https://www.construct.net/en/tutorials/continuous-preview-314

    I didn't find how to use this in C3?

    Can you please someone give me a direction?

    Thanks

  • Thank you very much!

    I don't believe we have a C3 specific one. You can still get the C2 bundle from scirra.com/freebundle.zip.

    If your looking for something new I would heavily recommend Kenney's Assets which I believe are all Creative Commons license. I've used these for demos in the past and they are pretty high quality.