NetOne's Recent Forum Activity

  • Yes Im still around. Haven't been here for ages haven't been working on my game either tut tut (work / life etc). So Im trying to catch up with all the news and I see this video about new functions!

    Then I hear Ashley say that the new functions are "3 times faster". and get excited as my game is pretty much a big mountain of the old fashioned functions.

    Ashley,

    when would it be worth upgrading the old functions to new format where possible to take advantage of this performance boost?

    Eg, when you say 3 times faster,....

    is that

    3 times faster to call the function?

    (in which case I might consider upgrading ones that are called very often like every tick)

    or is that

    3 times faster overall eg to call the function, execute the events and provide any returns?

    (in which case I would definitely want to upgrade most functions especially the big ones)

    cheers.

  • I thought someone might find this interesting.

    Tonight I started modelling the main fighter ship in 3D in Catia. Im not going to spend too much time on this and it is the only thing that will get modeled like this.

    I need a 3D model to get the animation for the banking of the main ship in game. (I want it to rock slightly like you see in the old games. Also i assume it will make creating a close up shot of the ship for the title screen a bit easier. I have a plan to maybe fix the base model in catia then import somehow to zbrush core to add details. Im not promising anything amazing but just functional. It will be what it will be. It is stealth inspired but needs to have a big rotating gun hanging off the bottom to match the gameplay mechanic of shooting forwards and backwards. I will take a few screen shots through the process. Here are the fist shots

  • Yea but no but….

    1) General users are not aware of indexeddb

    2) Indexeddb also gets filled up with exports and other stuff

    3) It does not get deleted when deleting cache under advanced settings (which is as far as most users would venture and where most users assume all app data is stored)

    4) It can only be deleted under dev tools or reduced/deleted through features of the app that created it.

    5) It appears to have a max capacity of 16GB (I don’t know if this can be changed)

    6) There is no warning when it is full or near to full.

    7) When it is full it starts to cause storage issues with the app (and perhaps other areas of chrome) and gives cryptic messages with no indication of the issue.

    Yes maybe I just happened on it early due to the way I manage project saves but all regular Construct 3 users will likely come across this issue at some stage.

  • Just to follow. As I said I would.

    On surface pro 4 I5 8GB integrated gfx

    to cut a long story short as it looks like it is accepted and yes I have confirmed above.

    YES, 1000+ real events with actions fully expanded on one sheet causes lag of maybe .5 seconds opening events and maybe up to 1 second when moving bits of the editor.

    however collapsing them and only expanding and opening events per group then there is no lag.

    so it seems to be about expanded events.

    But, not to lecture anyone, but IMO 1000+ events is an insane amount of events to have un-grouped or on one 1 sheet un-grouped just from an organisational point of view. It must make it near impossible to navigate your project code efficiently.

    anyway regardless, from what Ashley said it looks like things will be getting even snappier with future updates of chrome so cool.

    (man I am so doing anything to avoid going back to my project from after Christmas.... need to get that discipline back)

  • Hi Nepeo

    re

    There should only ever have 1 autosave file per project as it overwrites previous versions when it autosaves

    So this may be of interest to you .... This is the way I work with construct 3

    1) I have auto backups set to "Save to Browser" at 10 minute intervals.

    This is the best way for the short interval backup IMO as it happens in the background so does not interfere with workflow and gives me the best peace of mind that if anything goes wrong in short term I have a very recent copy.

    2) Every , say 30-60 minutes, or after I have made a major change, then I will "Download a Copy"

    This is the best for regular saving as it puts a physical copy on my hard drive and due to the nature of "Download" always gives it a new sequential number ( i really love this aspect of using Download) so I am not overwriting any previous file. every save i make will automatically be its own file with a new number suffix.

    eg.

    3) at the end of every session I save a copy to the cloud.

    When returning to my project I always use the latest sequentially numbered file in the Downloads folder

    This means that my project always has a new file name every time I open it.

    This is the filename used when Construct makes the automatic Backup to the Browser.

    (Note that I very rarely use the Browser Backups I am just happy knowing that they are there. And yes they have saved my life on a few occasions.)

    My project is currently running at about 180MB save

    AS the project filename is always different, every time I use Construct the auto backup adds another 180 MB to IndexedDB

    So not including anything else like exports etc, using construct 88 times will fill indexeddb >16GB (which appears to be max allowed by chrome)

  • Sorry just got what you were saying! . Throttle using performance audit. Not the sharpest tool in the box me.

    Let me go home now, play daddy for a few hours, then check the surface pro. it maybe a graphix capability thing and the surface will show that for sure.

  • are we in the right thread? im at work at the moment on a work machine, cant do any recording or anything like that and the construct website is the only one that is not blocked (they haven't figured out it is game related yet I suppose) will try the 1000+ event sheet tonight on the MSPro4, and do a dev tools performance record. the performance recording usually hits the MSpro4 quite hard but if it runs on that thing (while doing a performance record) then it should run well on pretty much anything. will try to post back tonight if not on the weekend.

  • yea it doesn't seem to be actual local storage as it doesn't get cleared when clearing cache in settings (which normally clears local storage). I looked into it a little apparently it is for use by web apps for more robust storage of larger files but yea much tech stuff above my pay grade...

  • Just to follow.

    I just combined a few sheets into one to get an event sheet with over 1300 real events some with many actions.

    This is not on the surface pro but on a work laptop I7 with quaddro gfx (similar to maybe 1060 with 5GB gfx ram) and 8GB system ram.

    No discernible lag on any operations.

    Will try the pro tonight.

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  • just FYI. I have about 7 sheets in my current project included in main.

    Two of those sheets are running at around 500 events each with no discernible lag (well nothing that has made me notice anything anyway)

    this is on surface pro 4 I5 with integrated gfx and 8gb ram.

    maybe some browser plug in or other open app eating resources? (things like facebook and active one note sync are resource killers) or maybe hard drive full / failing?

    also

    I think I did notice a small improvement in snappiness and feel by deleting the chrome IndexedDB storage data which had maxed out at 16GB! maybe try that.

    construct.net/en/forum/construct-3/general-discussion-7/16gb-for-indexeddb-in-chrome-u-141219

  • So this is kind of just FYI but also maybe a question to Ashley that maybe users need to be made more aware of the need to manage this storage area.

    So I have been having a few issues with construct in chrome recently.

    Namely Various messages related to memory or storage like "not enough storage space" and also continually "serialized number too big"

    There is over 100GB free on my SSD so that's not the issue

    also I cleared the chrome cache (chrome advanced settings) but no joy

    Digging around I found that under dev tools > application > Storage > IndexedDB (when in editor.construct.net tab)

    this storage location was allocated up to 16GB of space and there was an indication that it was "full"

    there was an option to delete this data so I did and now no more messages about storage or serialized numbers.

    also it feels that the editor and also game previews are running faster/ snappier (have no way to verify this though may be my imagination)

    I assume that this IndexedDB is maybe the local storage for saved exports, projects, offline versions of the editor i dont know , also it appears to be used by the editor when running, but yea maybe there is a need for users to be more aware of the need to manage this storage area.

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NetOne

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