Chadori's Recent Forum Activity

  • Announcement : Beta Release

    Just in case anyone wants to test the GFX plugin, you can test it on the #beta-release channel from the Discord Community. I'm bug hunting atm, so I can assure it works properly on release.

    Instructions:

    There is a sample test project, but I recommend you use your finished projects.

    It's easy, just plug-n-play the plugin into your finished projects, and play around with the properties (no events required).

    You can choose Automatic or Manual style. But for more control, I recommend using Manual for testing.

    Thanks.

    The beta-release testing only happened for the GFX plugin since the Clock plugin is nearly fully tested now.

  • GFX

    The new plugin of the Game Master Collection, a plugin that manages and optimizes the GFX Quality and performance of an application.

    Construct 3 uses 100% of your project's Graphics Quality, but most of these are just excess quality you can go without for performance, with less to no apparent loss in quality.

    The features:

    1. Automatically or manually sets the GFX quality of the game.
    2. Automatically and intelligently sets the GFX quality based on the device specification.
    3. Designed ground-up for the c3runtime.
    4. Optimization options included, like the quality limit and method of implementation.
    5. Expressions list designed to cover all the possibly useful output.
    6. System+, a few system counterpart actions which are made to apply optimizations.
    7. Freedom in the use of features are put into account in the development, all ACEs are made flexible.
    8. Efficiently coded compared to its old c2 counterpart. From 2K lines of code to now just 300.
    9. Fully compatible with the runtime and supports all built-in plugins & behaviors like the Anchor.
    10. Designed in effort to not obstruct the built-in features and rather work with it, like the Anchor behavior, unlike its old-counterpart.
    11. Both C3 Debugger and [F12] Debugger support.
    12. Documented Sample Projects.
    13. Construct Master Collection - Documentation included.

    Properties

    Actions

    Expressions

    Experimentation Results

    The initial experiment was a success, it made an improvement from 28 FPS to 60 FPS, with no apparent quality loss. This is a very beneficial for graphic intensive games on both mobile and desktop.

    Events

    An experiment using a manual set quality action.

    Before (28FPS)

    After (60 FPS)

    Live GIF

    Due to the GIF Recorder's resource usage, the FPS only made it to 57 FPS, but it does reach 60 FPS when not in record.

    It was a huge success!

    That was the result of the GFX plugin test for the Construct Master Collection's Game Master Collection. This will be released on 7.0 with the other plugins like the Clock.

    That's all for now, have a nice day and happy game development!

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  • Clock

    The Game Master Collection's new plugin, that enables date & time features on Construct. It also enables Online-Offline Session Monitoring and Custom Session Monitoring, this is useful for game date-time tracking rewards, quests, and anti-cheat features.

    Properties

    Conditions

    Actions

    Expressions

    Sample Project Implementation

    There are lots of sample projects too, it will be available with the new GFX plugin on Release 7.0.

  • Oh okay, found it. Reddog referenced me the GetMainRunningLayout(). I hope the doc had it specified though, on the Model-Layout Class.

  • How do you get the Layout Class? It returns me a type error that it's not a function, every time.

    I've tried these:

    this.GetRuntime().GetName();
    
    // &
    
    this.GetName();
    

    Output :

    I've called this on Tick() since I don't know if it would make sense on the constructor. Although tbh, the documentation is very vague, it might actually save us more time if we just use the private references.

    If it's not recommended, I hope a better documentation was provided.

    Tagged:

  • It already supports c3runtime for some time now.

  • haypers This is an old thread and the Construct Team doesn't really like us replying on old topics unless it's really related to the OP.

    Anyway, regarding your question. Yes, setting them off-screen or invisible does improve performance and the canvas doesn't draw them, an exception is by setting the opacity to 0, which still draws on the canvas and does consume resources.

    Create / Destroy actually uses up more performance compared to re-using instances. But fortunately, the c2runtime especially the c3runtime supposedly has a pooling system which reuses instances, that's why bullet-hell games don't have a huge performance impact and are optimized, in the basic form.

    A side-tip, disabling events by Groups, on the CPU-side, can give a huge performance improvement. Especially events that are not triggers (green arrow conditions), such as Every Tick condition events.

    Using functions / trigger events when necessary compared to just using toggle every-tick condition events, can be a huge performance improvement too.

    I hope that enlightened you in the subject.

  • Do we have a runtime reference to common methods, like for cmp? Thanks.

    construct.net/en/make-games/manuals/addon-sdk/guide/defining-aces

  • Nope. The Firebase Master Collection doesn't use Cordova features.

    If you used the Mobile Master Collection, some of the addons there require additional permissions. But the Firebase Master Collection doesn't.

    Once I release the native mobile Firebase Master Collection plugins, there would be network permissions, but none of those permissions listed above.

    Also remember, until I release the 2.0 Firebase MC, it's still in-core, Rex's Web Firebase. No Cordova permissions there.

    I hope that cleared it out.

  • This is a very good question, at anytime if the Construct Team wanted, they could already have made official releases for the desktop version.

    I would like to know as well.

  • Announcement

    The future of the Mobile Master Monetization addons.

    There are improvements planned for the monetization addons. These are due to overtime changes and limitations I want to resolve in the future.

    Notably ad-network mediations, ads plugin upgrade replacement, consent dialog and features, multiple banners, ease of use c3runtime refactor, cleanup, mediations, status expressions, new Cordova version support helper ACEs and documentation website integration.

    If you want to know more, check out the links below:

    Mobile Master Ads :

    github.com/Chadori/Construct-Master-Collection/issues/116

    Mobile Master IAP :

    github.com/Chadori/Construct-Master-Collection/issues/119

    That's all for now. Have a nice day!

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Chadori

Member since 10 Oct, 2014

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