oosyrag's Recent Forum Activity

  • Did you set the purpose?

    construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash

    There are further device specific options in your export wrapper.

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  • Some specific Construct limitations off the top of my head, there are probably more.

    No running when window is not focused.

    No FPS rate limiting controls.

    Certain things will run more efficiently/faster with pure JS, vs behaviors. The normal user is unlikely to run into this as a problem, until really pushing the limits of what a device can do. But then you can just use JS, so it's not really a limitation.

    Various issues with using HTML form elements, which float over the canvas.

    Jankiness with high cpu use (on certain platforms?), even if FPS is high. (This one is being actively looked into AFAIK and should be fixed, more of a bug than a limitation)

    I mean to be honest making a mining node that spawns a mineral and throws it in the air and then collides on floor

    This doesn't have anything to do with an engine limitation.

  • Or just add a TURN server.

  • The lessons and concepts you learn from using the built in multiplayer plugin are 99% applicable to any net code you do in the future, regardless of the specific format or platform.

  • You can use any version of Construct 3 you want by using the direct link editor.construct.net/rxxx

  • It's definitely a thing and not an optical illusion where the game can freeze for a few ms from high cpu use, even on pc, even when fps is 60+.

  • For a single event,

    On collision with heart - Set health to min(health+10,health_max)

  • Add a For Each Enemy condition.

  • If you don't want the follower to cut corners and get stuck, there are a few options to try:

    1. Use pathfinding.

    2. Have the player drop or otherwise keep track of waypoints for the follower, so the follower follows the player's path exactly and doesn't cut corners.

    3. Use line of sight to trigger a switch over to pathfinding when line of sight is lost, until line of sight is regained.

  • How about collision filtering, where the player ignores the follower's collision box entirely, while keeping the follower collision box enabled all the time?

  • Disable the 'Enable BBCode' property of your text/spritefont object.

    You can also use \ to escape the [ character, but that's less useful in a user input type situation like yours.

  • Ran some tests to try to reproduce. It's much more noticeable for me when my estimated cpu usage gets high, according to the debug preview, at about 70%+. FPS stays above 55, but it's when it changes that jank is noticeable, especially for linearly motion. Lowering the number of objects/cpu load to under 50% made the FPS much more consistent.

    Turning off Vsync actually made it worse for me, as it drove the CPU use (and fps) up, causing significantly more jank, even though the fps was high.

    If the source is actually a CPU limitation, see if there's anything you can do to lower CPU utilization. If it happens in an empty project with low CPU utilization, I'm going to guess that some background software is possibly taking CPU time away from the game, like for example how some antivirus softwares can potentially slow a system to a crawl when running a scan at high priority. Not sure if that's a thing that can happen on a mobile device though, depending on how the device prioritizes it's CPU. Maybe some sort of power saving throttling? I doubt that would happen when actively using the device though.

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oosyrag

Member since 20 Feb, 2013

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