Jase00's Recent Forum Activity

  • Yeah sorry for rambling about the suggestions platform as it is offtopic - It's exciting to think about being able to influence the future of C3 a little bit, but like you say, it's been discussed over and over, with the same outcome usually.

    Whilst I do agree with the idea and it is surprising that the effect parameters weren't exposed everywhere from the beginning, I wonder if this is one of those cases where Scirra will think "Well, it can be worked around, therefore should we focus our limited resources on this?". Again, I totally agree with the suggestion, but, well, small team, limited resources. I know we all know that.

  • Yeah I don't visit the suggestions platform often, infact I more often visit the bug github just to see what things are getting reported and the little technical discussions that sometimes happen - It can be quite interesting!

    On the suggestions platform, sorted by popular:

    In 5th place, with 34 votes, existed for a year, no Scirra response, and it's not exactly a complicated idea (add BBoxMid), yet very handy (Not that I expect Scirra to add it, but it has existed for a year, it is one of the top 5 most voted, and no response?)

    In 4th place, with 38 votes, 6 months old, this suggestion has been answered by Scirra back in February as "already implemented", yet it sits there high up on the list, not hidden, and the people that contributed to the 38 votes are not moving their votes elsewhere.

    In 3rd place, with 40 votes, 10 months old, and this is about image points on 3d objects - Scirra isn't convinced by it (which is fair enough), but no discussion has happened on the comments there from the community, noone else chimed in to say "here's a good example of why this would be a good suggestion", yet its 3rd place of all popular suggestions. Why aren't the people that voted for this writing a quick comment like "I would use this feature to create blahblah effect in 3D" or something?

    In 2nd place, 42 votes, a year old, no response from Scirra.

    1st place has 54 votes but this is marked as "in development" so this is cool.

    This makes me think even if I put effort into writing a detailed suggestion and getting many people to vote for it and made it to the top 5 most voted, it may still take a year or more to get a response, or maybe never get a response at all. I acknowledge Scirra is busy, small team, lots of work to do, but... Yeah I don't know.

  • I don't have much input, but I always use Chrome for C3, and I am not experiencing any issues you describe. I use regular Chrome, no extensions at all.

    You could try other chromium-based browsers, such as Edge or Brave? It's so strange how Firefox works just fine for you. Hmm...

  • If you could disable delta time on behaviours, and you design your game around 60fps, then 2 problems would occur:

    If the framerate goes below 60fps, then you will see the behaviours work in slow-motion.

    If the framerate goes above 60fps (e.g. Someone uses a monitor or phone that supports 120hz), then you will see the behaviours speed up really fast.

    There isn't much you can do to fix this, except by using delta time.

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  • I have same issue with project folder. Sometimes it saves instantly, sometimes it takes about 15 seconds, on high end computer saving to an SSD.

    15 seconds adds up when you save often. My hand is constantly over CTRL+S, even after small changes, I save.

    I changed over to saving as a c3p file, and it seems to always take about 5 seconds to save, which I currently prefer as it is consistent.

    I'll get some project stats later such as image count and sizes, and will edit my post.

  • I would absolutely love to see a "max FPS" option for Construct. I find when making a rhythm game, my inputs feel noticeably more responsive when I disable vsync (even on a 240hz monitor), but currently without a max FPS cap, disabling vsync is only useful for benchmarking and making your computer's fans go wild and draining laptop battery.

    I also currently get choppy sprites and choppy Video playback when vsync is on, but I have not been able to reproduce this in a minimal project for a bug report, but if I disable vsync, the choppy issue is gone.

    GDevelop has a max FPS option, and games like Valve's Source engine games have a cl_maxfps variable iirc (usually defaulted to 300 on most Source games), so you can disable vsync, get the benefits of better input response, fans don't go wild, with the only downside being image tearing, which often isn't a big deal.

  • I gave this a bit of research, as I was under the impression that gif's were still used.

    I now agree with Ashley, they're obsolete. It's like asking for Windows XP support for Construct.

    But I do see that general online culture recognise the word "gif" as meaning "a small animation on the web", when this is not exactly true, its a old file format with basic animation support. But culture doesn't care, like where everyone loves chatting about pronunciation of gif being gif or jif - I'm sure half the people chatting about that don't know exactly what a GIF is or the specs and limits of it.

    BUT, I'm all about including things! If it's surprisingly easy for Scirra to implement GIF support, then heck yes why not!

  • I use video and it works great! I use it through nwjs and pick a video file on my local computer.

    I used ".webm" files for video, as this has the highest compatibility.

  • > Because the audio object offers you Audio.CurrentTime or Audio.PlaybackTime(Tag) which you can compare against your timestamps.

    I'm not sure if it's a bug, but apparently "Audio.PlaybackTime(Tag)" doesn't work when you load a sound externally. (Using "Add remote URL".)

    Maybe I can simply use timers.

    The project I'm working on uses external audio url, and I use "audio.playbacktime" very often for syncing objects to the music, which works well! I haven't had the same bug that you have described. Hmm..

  • I can't remember the exact option, but what you're looking for is Blend modes.

    Click on a sprite, and under effects, you should see blend modes.

    I believe there is a example on the Start Page that demonstrates all blend modes.

  • The HTML5 export is for uploading to websites - it doesn't allow you to play your game by double clicking it, it must be uploaded onto a website in order for play. There's ways round this, but what you're looking for is the "NW.JS" export option, as this creates an EXE file that opens nice and easily.

  • Is there any other info you might be able to provide? Maybe l if you run your project with Debugging, do you get different CPU rates in your event sheets with the different versions of Construct?

    I know it's not really down to you to test all of this, but since the latest version of C3 is a beta, I was curious if you found any other clues.

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Jase00

Member since 5 Jan, 2012

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