Sebastien's Recent Forum Activity

  • Hi all,

    When the preview of a project is launched, the display is normally immediate, this is also the case when the preview is focused and updated with the F5 key. However, I noticed that this was strangely not the case all the time and depending on the workspace.

    I usually work with two screens, but this also happens on just one (tested with the Kiwi Story template, same problem as with any other project).

    For example, if the editor is minimized (I use the application as an independent Chrome shortcut *), and the preview window is refreshed (always with F5), it takes several seconds, sometimes very long, before the project is relaunched - even to the point of freezing (rarer).

    This is also the case when the preview window or another application, or even a file explorer window, completely covers the editor in full screen mode (while the preview is still open on the second screen).

    * This also happens directly in Chrome if the editor tab is not active.

    Is anyone having the same problem, and what do you think it might be related to, would there be a way to fix it?

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    Ok, yes of course. Just being able to "load" will be already fine in development / test / design context, I already do it, but I have to adjust the exact number of frames by sprites and animations with a reference data sheet to facilitate the task.

    It's great, we really need this kind of features to improve the workflow in general. I can't wait for it to work with the "Load image from URL" action, with an automatic adjustment / adaptation of the total number of frames relative to the one in the GIF file.

  • Thanks Mikal for your amazing work! <3

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  • Hello Mikal! Thanks for your answer.

    Okay, I see better for the scale, it's ingenious!

    I will test this trick in Spine, but then can't that impact performance?

    Alright, I contact you soon via Discord to share the test project files. :)

  • Hello Mikal (and Igor), thank you for trying to give us the benefit of Spine for C3 because we are sorely lacking tools and features to improve the workflow and it seems that neither Scirra nor Esoteric Software are concerned by this type of customer expectations, however, very legitimate and which should benefit from solutions for ages (Spriter 2 is a beautiful promise, but I sometimes have the feeling that the first release moves away a little more each day, month then years).

    I just wanted to ask you, is it normal to render blurry with pixel art?

    Also, would it be possible in the future to have an option to automatically define the original proportions (it is difficult to know them in advance, especially after each modification of the animations in Spine)?

    Finally and for information, when the PMA (PreMultiplyAlpha) option is disabled, outlines appear around the assets (we can distinguish them around the wings, they are slightly visible during rotations).

    EDIT: Sorry, the GIF below doesn't display correctly, but it looks better if you click on it.

  • Ok, I could read the "experimental local file" post (thanks for the link ), this is however limited compared to NW.js (by the way, I didn't know that desktop maintenance was so heavy but I am now aware of that). It is also indicated (just 10 days ago) that desktop builds would no longer have support "in the long term", so it seems a bit early to start removing download links as early as 2020, isn't it?

    umarfarooq: Did you activate the different hardware acceleration options in Chrome settings and flags? This changed the game on my side, I had completely forgotten to have disabled them to solve crashes on another webapp several months ago (my fault, sorry). Now I'm much closer to desktop performance even if it's slightly slower (no other tab or Chrome extension are used piranha305, but it's good, it works pretty well, even very well - out of this greedy 50-70% memory usage difference).

    oosyrag,

    For files in Chrome, NW.js will indeed be missing a lot, despite the beginning of a solution in the other post while awaiting clear improvements, this is IMHO a cumbersome process.

    Regarding other solutions: Changing CORS settings in Chrome does not reassure me at all for security, especially if I have to navigate when Construct is open (ok, I still don't like the idea of sharing my browser or to use a browser when working with such a powerful application, but I have to accept it or I will end up sinking in utter dismay and despair ^_^).

    When I develop, design or test, and without wanting to repeat myself, I like to automatically load files, images, animations, data, tilemaps, audio, etc. and all changes on the fly, without having to import everything by hand each time, which makes me save more than considerable time and comfort (while also avoiding tendonitis and other holy "special" moments).

    As an alternative and after a few tests, I load these asset sources via a local web server (WampServer), it works well even if this adds additional constraints in the work organization. Fortunately, I don't need to install an SSL certificate for the moment and the basic HTTP protocol seems to be enough (sweat).

  • Thanks for your eternal attention Ashley but really sorry to have to tell you this again: the desktop standalone version is faster and more comfortable.

    I have the same difference in memory usage without extensions (I only used 2 that had no impact), so we are closer to 50-70% difference than 3-5% and I haven't even tried with heavy and demanding projects yet.

    Will the standalone version continue to work after this new change of direction? Does it require as much maintenance on your side (I thought it was just embedded in Chromium or something like that)?

  • Hello Ashley,

    However, memory usage and performance remain better with the desktop version, doesn't that justify being able to continue using it?

  • Hi Digitalsoapbox, it's surprizing, the file structure seems to have changed so the links do not seem to work anymore. However, you will find them in the "addons" project folder or via this one: https://github.com/spinof/TILEDIT/tree/master/addons

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Sebastien

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