sqiddster's Recent Forum Activity

  • Wow, you guys read my mind!

    As for a use case, 'force own texture' guarantees an entire extra screen of fillrate. At 1080p that's HUGE, and having graphical settings in a game to turn some special effects on/off will be critical.

  • The reason functions are good here is because you know for a fact that you'll never have to go to every instance of a call and change it. For example, say you didn't want "SaveSlot" to be a global variable anymore, but a Webstorage/LocalStorage value. You'd simply have to change one reference in the function, and that's that.

    There are a lot of other reasons functions are cool, but the best way to realize how useful they are is to try and use them!

  • it's an absolute lifesaver when you need to move to a save slots system. All of the webstorage references in Airscape are function calls that pulls the data from the current save slot.

  • You can store arrays in dictionaries! Unpack/pack them during saving/loading.

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  • What do you need to save in webStorage that you need a whole array of values?

  • The easiest way to do it is probably:

    1. make a dictionary called 'storage' or something

    2. replace all webStorage references with references to that dictionary (or, if you really want to go the extra mile, replace them all with function calls that then reference the dictionary)

    3. save/load the entire dictionary from LocalStorage at specific times (e.g. on startup, on exit, at the start/end of every level, etc).

    That way, you can keep using storage references without needing to worry about the whole async issue.

    Of course, if you are using webStorage to store MB's of information, this approach might not be the best.

  • 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.

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sqiddster

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