LukeW's Recent Forum Activity

  • Is it every time for you though Dop?

    For me, project folder saves can be near instant, except sometimes they'll take upwards of 5 minutes or more.

    However, I need to triple check this, but I think the project folder is only doing a slow save after autosaving.

    Also by comparison, my project folder is only 160mb.

  • I have similar issues around long saving times. It only happens when I'm working with tilemaps. Switching to project folder 'kind of' works, in that not every save is slow after editing a tilemap, though sometimes it will just do a complete slow save for no reason that I can fathom (i.e., I'm not working with tilemaps at all).

    I bought an NVMe drive thinking it might be hard drive related, but that had no impact on save times.

    I would report this as an issue, but I can't recreate the problem in a standalone project, making me think that this is something that is isolated to larger projects.

    Here's a gif of the save time in action. First save is a normal save time, second save shows how long it can take after editing the tilemap.

    As you can imagine, this is a pretty big pain in the butt as I'm either having to choose to interrupt my workflow for up to 5 minutes at a time, or go without saving.

    imgur.com/a/d1sYnJP

  • rufson looks great!

  • PNG is pretty much the standard.

    Definitely have a way to test your game using PC controls. Remote preview is pretty nifty, but still slower than testing directly on PC.

    Make sure you join the Discord as you'll find a lot of help on there: discord.gg/kj8Nbp4f

  • Having a similar problem. I think it's to do with this issue: github.com/Scirra/Construct-3-bugs/issues/5331

    oosyrag

    Use a spritefont instead of the text object.

    From the manual: "if... you wish to translate the game in future, then Text objects are probably more suitable."

    I'm trying to paste text to the screen using drawing canvas to split it into pages and I'm finding this blurring effect very frustrating.

  • After my previous comment, I thought I'd better go do some performance tests on my project and see what sort of impact loading a bunch more json text files would have on performance.

    I load the dialogue into the game during the first load screen. As a base line, with a 10,000 word dialogue file created in DD, the overall load time is 15 hundredths of a second (I'm loading other stuff too in this time).

    I made five more copies of my existing dialogue file and loaded them into separate json objects. This represents my estimated word count once the game is finished sans localization. The load time increased to 20 hundredths of a seconds.

    I'm actually pretty surprised by how quick this was, so I thought I'd test it out with 20 copies of my json file - about 200,000 words of dialogue. The time increased to 34 hundredths of a second.

    At this point I got bored of copying events and realised I could probably just do this in a loop if I wanted to go any further with it. But it looks like performance, at least in terms of loading files, shouldn't be a big deal.

  • Hi helena

    I wrote the tutorial and example that Moonpunk linked and am using Dialogue Designer in my game.

    As Ashley mentioned, a system like this can easily create an unreadable amount of text if you're not careful in how you structure everything. Having said that, I've found it to be a pretty nifty tool for my particular requirements (I came from a Twine background) and the visual flow of it really helped.

    My main concern is with the bloat that happens within the file, my 10,000 dialogue wordcount blows out to 70,000 words and 840 pages when I select all and copy it into a Word document.

  • I guess readability is the only thing that matters. I always like to keep them at the top of the event sheet or group personally.

  • So sick! I love your animation style.

    Thanks.

  • Different environment for Bilkins' Folly

    And experimenting with local co-op

  • My first thought would be that they have different resolution/refresh rates.

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  • I have encountered same visual glitch in my game. I think it might be related with Frame Rate Mode. I have changed Frame Rate Mode in Project settings from V-Synced to Unlimited (Full Frames) and glitch is gone. At least for the moment. Hopefully it will stay that way.

    Or the glitch is still there but as there's so many more frames per second you're just not seeing it at that rate.

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LukeW

Member since 26 Mar, 2017

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