Kios's Recent Forum Activity

  • Indeed FF seems better at it.

    This is on FF btw, on chrome, it gives the same results once it's "ready".

    I may see a stutter detected(1+) warning, or such, if im moving the mouse around a bit or doing things, if I click here and there or scroll, etc. On FF i can wreak havoc and it holds it's own.

    Connected or not doesnt matter.

    And i also tried the power mode on stock "balanced", which is the recommended and standard as far as I'm aware. I normally use a high performance custom mode, because I have my own preferences.

    So far that's what i got...

  • For those of you, who are interested in this stuff, I have found a good test to run your browser in.

    https://www.testufo.com/animation-time-graph#scale=10&ppf=2&measure=animation&busywait=0

    I tried the above and get no lag no matter what. And this is on FF and Chrome, on my lappy that has a not exactly spectacular i5 and an intel gfx card.

    So I'm not really sure why your setup is struggling.

    This is worth looking into.

  • My 2c, just to add to the discussion is this.

    Why construct: Scirra knows it's tech, the visual editor is first class, no other visual programming toolkit out there compares, for development(non-educational purposes). It's amazing, or ridiculous, the amount of out-of-the-box functionality that you get with Construct. And the performance is pretty decent and getting better. Seriously, i've benchmarked game projects made and tested in multiple engines in the past, and construct was one of the great winners in the html5 arena.(not sharing them, don't ask)

    The one thing that construct has against it, that i think scirra doesn't see, and it really is it's Achilles heel, is the asset management pipeline.

    People will use other engines/frameworks(phaser, cocos, panda, etc) because there they want to control when things are downloaded, how they are processed, and in which way they are presented.

    It would be great if construct had something like Unity's Asset Bundles, or at least some way to defer downloading assets til later. As other devs have suggested, some pros want the ability to control what goes into each generated sprite atlas, for instance, and other more personalized controls over how assets are processed. And some other individuals would also like to transform these assets at edit time and runtime.(I think this is coming recently?)

    These are changes that I'm sure the new runtime can accommodate and that are a lot simpler to implement that all the features Scirra has been implementing that relate to performance.

    I hope they take that into consideration and make the engine more pro-friendly. A lot of people wanna use Construct but they need the right functionality for bigger games, and certain audiences.

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  • Ashley It would be great to know if this is coming. In the ideas site you seemed to have mentioned an 'editor sdk' that would allow exporting items.

    It would be great to be able to export tilemaps as json data, for instance, and import it as needed. Maybe even at run time, with user generated content.

    I really hope with the new C3 runtime you guys open construct(runtime and editor) more to developers, so they can build solutions around it, like in Unity.

  • By reading the sdk guide it seems that it's not possible to extend the editor. Like create a new window, draw to it, add functionality, play with objects in your project, etc.

    One example of this would be extending the current tilemap solution to include auto tiling with custom brushes and whatnot. fundamentally an editor feature.

    If this can't be done, is this planned at any point?

    Maybe after the new runtime is released?

    Thanks

  • The problem with this bug report is that it includes non-standard plugins, so will likely not be investigated.

    This is a stipulation in the Bug Report Requirements.

    [quote:1dxbwn28]

    Do not use third party plugins in your .capx file. This is necessary to prove the problem is not caused by another developer's code, which Scirra can't support.

    I see, I missed that, thanks for pointing that out. You can move this to closed if you want. I'll contact the dev directly.

  • I only get an error with this one: https://dl.dropbox.com/s/e0i75o01t3urma ... Frame.capx

    It's in the first page.

  • Problem Description

    I get the exact same issue as described here: r240-64-bits-minifying-issue_t184391

    When doing an export using this plugin: plugin-html-iframe_t149647

    Other game projects seem to export/minify fine.

    Attach a Capx

    https://dl.dropbox.com/s/egroixf18lnl3j ... %20C2.capx

    As per the plugin post.

    Description of Capx

    Uses the plugin on a function example.

    Steps to Reproduce Bug

    • Load project and export as website.

    Observed Result

    Expected Result

    No errors

    Operating System and Service Pack

    Latest windows 10 64-bit

    Construct 2 Version ID

    244 - 64bit

  • I get an error trying to open the latest capx.

    "plugin 'deprecated' by playlive"

  • Given that we don't have access to the files anymore, is there a way?

    Maybe this should be added as a feature, along with other html code editing options if construct 3 will eventually also focus on being a web app tool.

    This is how it could be done with C2:

    https://www.scirra.com/tutorials/60/con ... tml/page-1

  • alas C2 is a little short in text input and formating output. They soom excel like addins for this.

    I believe Ashley said this is coming soon after the new C3 runtime.

  • For the OP, I asked the same question here:

    More info there.

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Kios

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