Aardappelboom's Recent Forum Activity

  • Thanks, Ashley!

    I've actually gone through the blogs, very enlightning. I had already applied most of those tips and tricks in there, also using a pre-loader here and the amount of objects is acceptable, the game runs nice and smooth so I had to look further.

    I did find the problem a few seconds ago (after a long search...), weirdly there was one object that the "slow loading layouts" had in common, it uses pathfinding and the cell size was set to 1 because I wanted to the object to have a constant y position while randomly moving around.

    Changing this to a higher number solved it, I had to wait 10+ seconds for the preloader (Loading...) to just show, now it appears in 2 seconds.

    The thing is, I knew this setting was intense for the CPU, but testing it at the time didn't show any frame drops and I mustn't have payed attention to the loading time then.

    Anyway, mark it as solved, maybe this information is useful for someone. :)

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  • Hey Guys

    I've got a question on how layouts load. My game works quite well on pc and smartphone devices with more or less a steady 60 fps rate. However, what slows it down a bit is when switching layouts.

    For some reason whenever I switch layouts the loading times go way up. By loading times I mean the time specifically needed before showing the viewport and starting to load objects. I've covered this by using loading screens (to preload images also), but I was wondering how exactly a Layout is loaded before the viewport is shown. I've been removing objects and behaviours but don't see notable effects, while other layouts often load quite fast so I'm at a loss.

    The debugger also just shows nothing, it just hangs until objects are loaded. Because of that I tought I'd just ask how it works in order to find the culprit.

    Thanks in advance!

  • Hi guys

    I've been working on a game for quite some time now and even though I've managed to scale it rather largely and still keep the performance levels more than acceptable for most devices I'd really like it to perform the best it can and use an as low amount of memory possible...

    Some of the more common objects are often created through events and loaded through a pre-loader event. This means the estimated lay-out memory usage (which can be found, at least for the ten biggest lay-outs, in the project properties) and the memory usage when the game is loaded (and as seen in the debug preview) are quite different.

    Now I've been searching around a bit to find out if there is a simple way to just see which images take the most memory in the project but for some reason I am unable to find out a simple way to find out the estimated amount of memory of a sprite/animation/object.

    Am I missing something? I could start writing some events to unload items one by one and see the effects in the debugger to find out, but I have managed not seeing some obvious features before so I thought I'd just check the forums first. :)

    Regards!

  • I have the same issue, makes looping impossible, I have perfect loops that don't loop perfectly when used in C3. We best add it to the bug report page.

  • I must say that I miss this as well, I'm specifically targetting edge and UWP and I can't test the game on edge unless I export it. Having the debugger on my phone with the lan preview was also a big plus in C2.

    Loving C3 but I do miss this functionality.

    Tom

    Sadly, I'm waiting for the pay-pal-option as well. Any chance this gets done faster than 2 months? I'm guessing there's a lot of pay-pal users here.

  • True! Things are looking great!

  • What features are missing? I get that you can't use them because it's locked to free edition right now, but they are going to be ready for testing in the last week. We're confident at the end of the beta everything will be working great and we'll be comfortable to start selling it.

    Tom I love how it looks at the moment and I've played around with it but I must admit I'd be better if we could just load our current projects in construct 3 and play around with the new features. I was really looking forward to testing the array editor for my main project and sadly the new stuff isn't accessible. I'd be logging tons of testing hours and I'm very keen on submitting feedback/bugs but there isn't much incentive to start testing right now.

    Is there any chance you'll be unlocking a few features as the beta goes forth? It seems strange to test the basic stuff for a month and then the new stuff for just a week basically making this more of a evaluation period instead of a beta test.

    From a sales perspective it's also better to allow people to work on their main projects using new features because it makes them want to buy the license when the beta ends.

    I'm definitely buying so I don't mind either way and just so you know I'm not looking for an evaluation period. I love C2 and can't wait to work on C3. I'll still be testing with smaller projects.

  • My refresh button has been butchered today...

  • Well, I'm ready. Can't wait!

  • That's great news! Xbox is such a nice place to get your game published. Does the plug-in include achievements/ cloud saving? Construct could be a viable option for play everywhere games on the windows 10 ecosystem if cloud saves are possible.

  • Yeah, it's a great question.

    And let's not forget about Xbox. If they can somehow manage to include the possibility to add Xbox live features, achievements and leaderboards we can create apps that run on the entire Windows ecosystem.

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Aardappelboom

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