SecondDimension's Forum Posts

  • OK, been testing this all day and I can now fix the slowdown every time.

    It falls into this exact pattern:

    • Editor is fine and works as normal
    • After 15-20 minutes editor will slow down
    • Open each layout containing global master layer
    • Slowdown problems instantly go away

    Note on point 3: If the layout is already open then just clicking on the tab will have the same effect and fix the problem.

  • OK, so it started going slow, I turned off my global layers and it was instantly OK again. Not a fully scientific test, but perhaps that's the issue here?

    EDIT: In fact just having the layout open with the 'master' global layers seems to help. Colludium is this something you can try, or is your project too large? It sounds like we might have 2 very different issues, but thought it was worth mentioning

  • Strangely enough I had just started to use global layers when I started having the issues, so I will try taking them out and see if that helps

  • Interesting, my projects aren't small either (500 events, 25mb memory). I'll post back if I figure anything out. Just for reference, the previous thread is HERE

  • Also on 8.1 here, and I've updated all my drivers. I've found that restarting Construct & Steam fixes the problem temporarily, but then I get the slowdown again after about 20 minutes.

  • I've just starting working on C2 this weekend after updating to r190, and it seems that all the slowdown issues I was experiencing last year have made a return. Massive slowdown when editing event sheets, and especially in the expression editor. This was something a few people with a Steam version were reporting, but it was all sorted and has been running great for a number of months now. Suddenly it's all back

    It doesn't seem like the sort of thing I can post as a bug, so just wondered if anyone else has noticed this?

  • Hi all, just thought I'd share my entry for the procedural generation gamejam. It's basically a "choose your own adventure" game, but with 90% of the game randomised. There are around 300 different objects and actions, and they all interact with each other in some way. It ends up getting very stupid, for example it is perfectly possible to "tenderly hug an angry bee". I did it in about 5 days so it's not perfect, but it made me smile a few times.

    Give it a go here: Infini-Quest

    Game jam entry page is on itch.io Here

  • Thanks Kyatric, I was really pleased with the results. I got 2nd Place in the Fun category, my first silver medal! Congratulations to everyone who made a game, I hope you all took some positives from the competition

  • - cool I'll give the paster plugin a try at some point. With the movement, I used the generic platform behaviour, but didn't use the built-in controls if you see what I mean. I made the player movement by setting the X & Y vectors manually, there are about 20 boolean variables to control it!

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  • Colludium, wow thanks! It was tough, I thought at one point I would have to give up but just made it through. I'm not happy with a some of it, but I spent a lot of time making the custom movement work and feel fun, which I was very happy with in the end. Your game was cool, I am very jealous of your mini-map, I've not figured out how to do that yet

  • Hey everyone, I managed to finish my entry and get it submitted to the Jam, it's playable here:

    Rift Knight by Second Dimension

    As usual I promise to play and rate all the games in this thread at some point in the next few weeks. Well done to anyone who got a game done!

  • Looking good zatyka and GeometriX! I'm a bit stressed at the moment; my teammate had to drop out so I'm way behind, nothing to show at this stage. I have gameplay so should be OK to get something done for the end of the Jam tomorrow, but it's going to be cutting it very fine.

  • Sheepy thank you! Your games are beautiful, Umbra has the sort of pixel art style that I really love. Great atmosphere too, I will spend some proper time with it later in the week

  • I am on a Windows 8.1 desktop PC and have had the same issue since r168 - when going fullscreen and back again, WebGL crashes every time on Chrome. That is then followed by terrible performance until I have restarted both chrome and my PC. I have got around this by just removing the fullscreen option from my game for now

  • helena Wow, thanks for letting me know! That hasn't happened to me, so it's very useful information