Jase00's Recent Forum Activity

    The way I've accepted this situation is through a higher hope for suggestions to be considered. I do recognise Scirra are still careful with these and also have a boatload of other work to do, I mean just imagine manning C3 development, so so sooo many intertwined areas that must all synergise. But, demand would become higher, right? If X addon was made, won't work in future, then if it was in demand, noise will be made, and Scirra would consider it deeply?

    The one and only example of uncertainty would be the FPS limiter, which, has a long history dating back to C2 where an attempt was made but it performed awfully and was reverted, and ever since, there's been no ideal way to do this, until skymen chucked out that addon.

    FPS limit is a common feature in engines, turning vsync off is my go-to for every single game I ever play especially if using a 60hz display as its so noticeable with input delay, even more particularly twitchy reaction games or rhythm. games.

    Turning vsync off is possible now with nwjs and a chrome argument, or using C3's option to turn it off (designed for testing purposes), but it shoots up to max FPS and cannot be capped.

    I feel awkward to bring it up again or draw attention to it, as I believe I understand Scirra cannot do anything ideal about this, but then skymen's addon exists and it does the job... For me it seems flawless, but maybe it twitches or janks, maybe there's a bug somewhere with it, but from testing, feels like it's a necessity worth any risks involved and I'd keep the FPS limiter addon in my project even if it broke for many players, solely because it's that important to me and my games.

  • Where do you save your project? Do your events and layouts also get discarded? What OS do you use (Windows, Mac, Linux)?

  • Lol I'm already hyped even though it's long term! Very motivating and useful to know it's on the cards (assuming all goes as planned!).

    You can count on me as a tester for Linux! I found nwjs to be poor performing on Linux, despite investigating this and changing nvidia drivers around and such, yet same device booted into Windows, nwjs works perfectly fine.

    But yes, if I'm understanding correctly, this makes it a unified plugin system for all 3 desktop builds? If so, I imagine this makes it more alluring for addon devs to explore and make other third party addons (moreso addons that interact with, for example, other software installed on the device).

    How exciting! Felt like we would be waiting unknown amount of time for a resolution to this from AMD, didn't expect this could be worked around via addon.

    Is it a sdk V2 addon? I remember being fearful that V2 may prevent the community from adding "missing features" like the odd ACE and such, and sorta eventually accepted this, but this may be an example of a major game breaking issue being worked around via 3rd party addon.

    I'd take any workaround even if it causes another bug, as long as the game is playable at a minimum.

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  • Make a circle sprite, and change the circle sprite's blend mode to "destination out", then paste it onto drawing canvas and it will "cut out a hole".

  • What kinda behaviours did you create? Maybe or hopefully there's workarounds or ways to solve this?

    > Whether it does need to be Scirra or the users, definitely feels like a huge issue and should all be focused in one thread to report this (assuming amd sorta have a public bug thread we can all chime in on) and not scattershot randomly to the companies.

    The issue began occurring after a change in Construct. It's a Construct bug.

    I think this bug affects old versions of C3 though. But then we have that magical "low latency" option in older versions of C3 which happens to fix the issue, but since been removed.

    I'd take the low latency option now if it existed, infact I'm tempted to build with the older C3 just for peace of mind since I don't understand any of this issue and simply worry about players.

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    Whether it does need to be Scirra or the users, definitely feels like a huge issue and should all be focused in one thread to report this (assuming amd sorta have a public bug thread we can all chime in on) and not scattershot randomly to the companies.

    Edit: is there any logic as to why C3 games work fine with that old "low latency" option, like what was C3 fundamentally doing differently with that option, maybe there's a clue there? Still baffling that things are fine for nvidia cards.

  • It's not worth the time.

    Look at any game, Ps1, Dreamcast, Wii. You'd think "oh yeah those files are locked down, not even for Windows or x86 computers!", but there's tools to extract textures and sprites, there always is.

    I pretty sure there's a tool called 3DDXRipper to capture models and textures of any DirectX game.

    I do agree things in C3 exports/html5 games, they are a bit too easy to snoop around the image files, but I think it's better to ignore this and focus on the game design first.

  • What's the exact pi you are using? Are you able to open C3 and preview projects, but only the exports are not working? Which export do you use (html, nwjs)?

  • One way is to use families, like a family of your fur sprites, then you are able to manage what is loaded and what isn't, however this might be some effort to change your project over to this, replacing your "set animation" events with creating the fur sprite and such - is it worth it? Maybe, but I wouldn't worry too much about it if you're at 1gb.

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Jase00

Member since 5 Jan, 2012

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