alastair's Recent Forum Activity

  • You do not have permission to view this post

  • Thanks for explaining R0j0, I think I was also mixing up triggers and functions.

  • construct.net/en/make-games/manuals/construct-3/project-primitives/events/functions

    It seems like experienced users use functions more than others, and that it's a preferable to use them as often as you can.

    However, it's not super clear to me how functions function.

    How are triggers checked?

    construct.net/en/make-games/manuals/construct-3/project-primitives/events/how-events-work

    Rather than running once per tick, this event simply runs (or "fires") upon something actually happening. In this case, the event runs when the user hits the Spacebar key on the keyboard. It is never checked any other time.

    How can that work?

    How can it just miraculously know to run the trigger when that the button is pressed?

    Why doesn't the computer need to check every tick to see if that button is being pressed?

    Why aren't all triggers checked to see if they're true every tick?

    For me, functions feel magical and mysterious compared to regular events, where we know they run from top to bottom, being checked in a logical way.

    Does this mean triggers are always better for performance because they're not always being checked like regular events are?

    If you have hundreds of triggers from objects that are currently all destroyed, does that mean that these events/triggers effectively don't exist, they're never checked?

    For example, the trigger "On Collision", wouldn't you need to check that just as often as "Is overlapping"?

    And with ones like "On animation finished", wouldn't the engine need to keep checking to see what the animation is up to?

    Thank you for clarifying!

  • I just got the freeze after importing multiple frames into a sprite (across multiple animations).

    Then I restarted C3 and repeated the process, and it froze again!

    So I tried doing it again and now it's all good, no longer freezes! So I tried multiple times more, and I'm unable to duplicate this issue, very strange.

  • DiegoM

    This bug happens to me as well, several times recently. I have a Chrome with C3 installed, and no extensions - I only use it for C3. It was happening in the beta cycle at some point.

    C3 freezes and I have to close without saving, which sucks.

    To me, it feels like it only happens when I've imported lots frames and had the animation editor opened for a long time, maybe doing other things like deleting frames or using hotspot.

    So my workaround is to just import the frames, then quickly close the animation editor, then save, then open it again and continue work in the anim editor with placing hotspots and such.

    (I'm not using project folder, just c3p files.)

  • Ashley found that WebGL support on Linux was dropped from v0.72!

    github.com/nwjs/nw.js/issues/8043

    I think WebGPU is coming to Chrome soon, so I wonder how that will affect things.

  • agreed, it's big payment to have surprised on you.

  • Good idea, thanks!

    I tested with the new rally game which felt slow, and also Demonoire which was going at roughly 24 FPS!

    But with the older Njws71, Demonoire runs at roughly 60 fps!

    I have attempted a bug report github.com/Scirra/Construct-bugs/issues/6747

  • dop2000 that's unfortunate! But it's helpful to hear another confirmation.

    The only solution I'm aware of so far is to stick with the old nwjs version 71.

    Did you try testing with that one too?

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • Good idea, thanks! I tried checking win64 with proton experimental on the Deck, but doesn't seem to work for me.

  • latest NWJS version 73 is still performing terribly on Deck/Linux.

    I get 20 FPS on it.

    Compared to 60 FPS with 71.

    Interestingly, in 73, despite running so awfully, when using the Deck's own FPS overlay, it reports that it's "60", and the GPU/CPU are both low values too.

    Which seems to indicate that in this version of NWJS, something is artificially slowing or limiting the FPS cap?

  • Thanks, it's cool to see a list like that

alastair's avatar

alastair

Early Adopter

Member since 14 Jul, 2007

Twitter
alastair has 5 followers

Connect with alastair

Trophy Case

  • 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
  • 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
  • RTFM Read the fabulous manual
  • x2
    Quick Draw First 5 people to up-vote a new Construct 3 release
  • x7
    Great Comment One of your comments gets 3 upvotes
  • Email Verified

Progress

26/44
How to earn trophies