alastair's Forum Posts

  • I just got the freeze after importing multiple frames into a sprite (across multiple animations).

    Then I restarted C3 and repeated the process, and it froze again!

    So I tried doing it again and now it's all good, no longer freezes! So I tried multiple times more, and I'm unable to duplicate this issue, very strange.

  • DiegoM

    This bug happens to me as well, several times recently. I have a Chrome with C3 installed, and no extensions - I only use it for C3. It was happening in the beta cycle at some point.

    C3 freezes and I have to close without saving, which sucks.

    To me, it feels like it only happens when I've imported lots frames and had the animation editor opened for a long time, maybe doing other things like deleting frames or using hotspot.

    So my workaround is to just import the frames, then quickly close the animation editor, then save, then open it again and continue work in the anim editor with placing hotspots and such.

    (I'm not using project folder, just c3p files.)

  • Ashley found that WebGL support on Linux was dropped from v0.72!

    github.com/nwjs/nw.js/issues/8043

    I think WebGPU is coming to Chrome soon, so I wonder how that will affect things.

  • agreed, it's big payment to have surprised on you.

  • Good idea, thanks!

    I tested with the new rally game which felt slow, and also Demonoire which was going at roughly 24 FPS!

    But with the older Njws71, Demonoire runs at roughly 60 fps!

    I have attempted a bug report github.com/Scirra/Construct-bugs/issues/6747

  • dop2000 that's unfortunate! But it's helpful to hear another confirmation.

    The only solution I'm aware of so far is to stick with the old nwjs version 71.

    Did you try testing with that one too?

  • Good idea, thanks! I tried checking win64 with proton experimental on the Deck, but doesn't seem to work for me.

  • latest NWJS version 73 is still performing terribly on Deck/Linux.

    I get 20 FPS on it.

    Compared to 60 FPS with 71.

    Interestingly, in 73, despite running so awfully, when using the Deck's own FPS overlay, it reports that it's "60", and the GPU/CPU are both low values too.

    Which seems to indicate that in this version of NWJS, something is artificially slowing or limiting the FPS cap?

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  • Thanks, it's cool to see a list like that

  • github.com/Scirra/Construct-3-bugs/issues

    I think they fixed this issue.

    But yeah unfortunately there's a lot of broken stuff happening in recent releases.

    What I'm learning from this is to not do work in the latest beta or I'll be stuck with it for a week or so 😂

  • dop2000 thank you! And the memory error just came randomly while working on the game, not sure why it happened, never seen it before. I might have switch to a different window and back, can't remember.

  • I haven't had this before, and i have 32gb of ram. Not sure if it's related to your guys issues.

  • Does anyone know any good practices that will help keep performance good?

    Or little things to avoid, that might be deceptively simple yet have a big cost?

    Sometimes things can seem fine in a project, but then as the project becomes bigger over time, all the little inefficiencies start to add up!

    For example, I saw someone having performance issues on Discord, and all they were doing is using the action "Move to Object" every tick!

  • anyone know if its better for editor performance to have less tabs open (layouts, event sheets, etc.), or it doesn't make much difference?

  • Thanks for the comment!

    I did another fresh pair of builds, to compare nwjs 71 and 72.

    The problem still exists.

    Both have the same amount of files.

    I wasn't able to figure out how to do the log thing on the Deck easily.

    Interestingly, Deck's inbuilt FPS counter always shows 60, regardless of the game's performance (in both builds).