sqiddster's Forum Posts

  • Thanks Ashley!

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  • I'd like to bump this - it's been a few months and it's still effecting my project.

  • If you've found a performance problem in the Platform behaviour, PLEASE post a bug report!

    Or is this just speculation?

  • Aphrodite Thanks, fixed.

  • So, is there no concrete determination as to whether the 60fps issue is the browser's fault, and can't be worked around by C2 at all? Or would some sort of workaround ever be possible?

    Here's a link to the Chromium issue I posted a few months ago.

    Some stars here could go a long way.

  • newt what are you talking about?

  • If the options are

    1. Anything sub-60fps is unplayable

    2. Anything sub-60fps instantly drops to 30fps and it's smooth at 30fps

    I know what my choice would be. Currently anything sub-60, at least in my game, is completely unplayable because it's so stuttery. 55fps is waaaay worse than 30fps stable.

    I wonder if something like this is possible?

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  • Very very good question. Not sure what newt is getting at. C2 is obviously designed to run at variable framerates or dt wouldn't be a thing.

    The short answer is 'it's the browser makers' fault and they aren't fixing it'.

    It's so stupid. All html5 games are unplayable below 60fps. That's totally unacceptable.

    A few months ago I filed a Chrome bug report about it. Surprise surprise, haven't heard from them.

  • jobel it's because I'm use them to actually replace variables that I need to be saved. Some of these values, e.g. total time played in milliseconds, are set every tick.

    I guess I should change everything over to global variables, but weirdly enough I've never seen any performance problems. Apart from the GPU side of things, the game seems to perform quite well on a lot of machines.

    Again, '2012 me' would have implemented it a very different way if he knew any better. But due to a lack of best practices documentation, he really didn't know what to do. 2012 me didn't even know what file I/O was!

  • It's true that this new system is definitely overall harder to work with. However, maybe what we should be asking is, are our current Webstorage practices bad? I currently use Webstorage as a replacement for variables all over the place, and very often set its values every tick. Maybe that's acually in general bad practice? Disk I/O is expensive after all (afaik), and (maybe?) won't show up in CPU usage tables.

    Could just be another case of C2 making something 'too' easy.

    I think the manual could do with a lot more written on 'best practices'. It could alleviate a lot of confusion at times like this.

  • Well to put something on Greenlight you don't need an exported project at all (but it can definitely help you get votes!)

    To publish on Steam itself, you'll definitely need the personal or business version.

    And yes, you only need to buy the license once.

  • I guess you are referring to Construct 2 versions. You need the personal edition to sell anything, and the business edition if you make over a certain amount. So you should be able to submit to greenlight with the free version, I guess...

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  • megatronx what's this about the platform behaviour being broken?