Chadori's Recent Forum Activity

  • Also, garbage collection makes unloading impractical for the foreseeable future.

    I don't mind that the Unload feature is left behind, using that needs some careful practices to work right.

    Although, since it was brought up that it might be planned. I won't go against it as long as the Construct Team has some smart checking behind that feature, which they most likely will if they do implement that.

  • A new object type, a sprite that can load from external sources would make more sense.

    You don't need something new for that. It may just add more problems. Besides, it exists in the Sprite plugin already...

    And that doesn't solve the problem.

    Anyway, the point and purpose is to preload, load or unload and support all objects with or without textures.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • The steps are located in the SDK:: construct.net/en/make-games/manuals/addon-sdk

  • You do not have permission to view this post

  • It seems on the Construct 3 runtime SDK. Someone could make a Preload but not Unload. But it would be kind of a hack. Which, I don't recommend, in my opinion.

    But still there is still one big problem that can't be solved on Construct's Layout by Layout pre-loading.

    Imagine having 100 Spriter Characters. Only 10 character types will be used on the layout and have to custom preload it for initialization.

    There is no way to currently approach this on Construct 3. I'm surprised that this was a low-priority.

    Since, this is actually possible using other editors.

  • References ::

    construct3.ideas.aha.io/ideas/C3-I-111

    construct3.ideas.aha.io/ideas/C3-I-355

    I've seen for a long time that Construct 3 Team has planned to let users Load/Unload Memory. It has been a big problem for the ones who have large assets to move on to other layouts.

    Does the Construct Team have an ETA for this?

    Thanks.

    Ashley

    But I do everything with Construct plugins, there isn't anything for firebase is there?

    I thought that seeing as there is a Google Play plugin, functionality could be added to that.

    It isn't as easy as that to add, for information's sake. And also, I inquired that with Ashley before and he said::

    Construct 2 already has a savegame system, which uses browser storage. If you want your savegames to be synced to other devices, it doesn't seem like a good idea to pick platform-restricted services - presumably you'd want to cover all platforms. The API in the original post looks limited to Android only.

    So, it is most likely they won't implement back-end services that are platform-restricted, as he said.

    And I also asked to implement a cross-platform back-end service, which is Firebase. Which was denied, since there are a lot more prioritized features to implement.

    But if you want to try, feel free.

    There are Firebase Plugins for C3, but most of them are private though, since they are customized and doesn't cover all the features.

    To me this seems like the last hurdle in making mobile games with construct. 'Infinite' games are ok because the player always starts from the beginning and can use google leaderboards. But if the game has levels, as soon as you move to a new device (most people have a phone and tablet these days) you lose progression. Is this on the devs radar? Ashley

    You don't need Google Play Saved Games. What you are looking for is Firebase.

    Which can support both Android and IOS.

    Although, there is no Cordova Firebase plugin. Just Firebase for Web. But you can still use either one.

  • For me nothing clears up until it is finally available and I can use it and test it myself.

    I know I could already, but I will wait until it's done.

    It is somewhere, 99% done. The only remaining features left to publish are the Debugger, Google Play plugin and Mobile IAP.

    Reference :: github.com/Scirra/Construct-bugs/issues/1646

    And those are just plugins, which aren't that hard to port to C3runtime. The Construct Team, could even do it in just a few hours. If you count out the Debugger.

    On the Performance Side, it is, logically, finished.

    I even have released a Mobile IAP plugin I made a few months ago. that I just released now.

    Which is C3runtime compatible, it is called Mobile Master IAP.

    It is like the Mobile IAP of Construct, only that it is full-packed with updated features from Google and Apple, like Subscriptions and Fingerprint support.

    Reference :: construct.net/en/forum/construct-3/plugin-sdk-10/construct-3-runtime-c3-c2-mobi-136709

    If you count that in. C3runtime just needs a new Debugger and a Google Play plugin for the c3runtime.

    But again, the Performance side, is already long finished. But as Construct 3 progresses and as many subscriptions pass, the more performance improvement can be expected for the C3runtime.

  • Benchmarks ( of all kinds, not just Construct runtime ) , for the most part are ********* I only care about real life performance. Game either runs fine or it doesn't.

    If they made sure ads worked perfectly and if I could export everything directly from Construct 3 ( working APK, iOS versions, whatever ) I'd gladly give them $500 a year, but right now, v. 3 is not quite what it's supposed to be.

    *********

    Not really. Far from it.

    If you have read the article. The way they approached the new runtime really makes sense that it would be faster than c2runtime. Like the use of web workers, removing backwards compatibility for canvas2d and focusing on WebGL technology, lightening and refactoring the runtime, compiling expressions to Javascript and etc...

    The Construct 3 runtime is super fast and super light compared to C2runtime. You won't even need Canvas+ and Cocoon.IO anymore, which makes bloated application.

    I am a subscription user of Cocoon.IO and I plan to stop soon since the Construct 3 runtime has proven to be better in terms of supporting the updated Cordova CLI version and performance, far exceeding Canvas+ and without any DOM limitations.

    Not to mention, the rendering performance gain from the Sprite-sheeting feature of the Construct 3 Editor.

    Construct 2 is only ever fast using Cocoon.IO with the bloated Webview plugin. But is still not that fast.

    And, the Construct 3 Admob is actually in the same league as the most up-to-date Cordova Admob available on NPMJS. So, what everyone on Construct 3 is experiencing for Admob IOS GDPR, every indie developers using HTML5 are experiencing it.

    I've ported a lot of plugins just to support the Construct 3 runtime, because the speed solves and will solve a lot of performance problems now and in the future.

    I hope this clears things up.

  • Okay. No Problem.

  • I can do that for you guys.

    Visit me on the Discord Server : Construct Community

    I am one of the member : 'ChadoriXD'

    Invite Link : discord.com/invite/G3N57fG

Chadori's avatar

Chadori

Member since 10 Oct, 2014

Twitter
Chadori has 50 followers

Trophy Case

  • 10-Year Club
  • Entrepreneur Sold something in the asset store
  • Jupiter Mission Supports Gordon's mission to Jupiter
  • Forum Contributor Made 100 posts in the forums
  • Forum Patron Made 500 posts in the forums
  • Forum Hero Made 1,000 posts in the forums
  • x2
    Coach One of your tutorials has over 1,000 readers
  • Regular Visitor Visited Construct.net 7 days in a row
  • Steady Visitor Visited Construct.net 30 days in a row
  • Enduring Visitor Visited Construct.net 90 days in a row
  • Unrelenting Visitor Visited Construct.net 180 days in a row
  • RTFM Read the fabulous manual
  • x2
    Great Comment One of your comments gets 3 upvotes
  • Delicious Comment One of your comments gets 10 upvotes
  • Email Verified

Progress

24/44
How to earn trophies