alastair's Forum Posts

  • 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).

  • If making a build for Steam Deck (linux64)

    I found that my game only gets up to 20 FPS when using NJWS latest version 72.

    But I get average of 60 FPS when using the previous NWJS version 71.

  • Another large drain on editor performance, is when you have text in a search field.

    So keep the search fields clear when you're not using it any more.

    (It makes a lot of lag, even on my powerful computer.)

  • Just curious how others prefer to work.

    Do you like to have lots of small event sheets that are then included in other sheets?

    Or do your prefer to work with big event sheets?

    poll here if you like: strawpoll.com/polls/e2navGXAzgB

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  • I don't know.

    But it makes sense that if you have less code being run, then the game will perform faster.

    You could try doing this experiment yourself, and see how the performance compares. Perhaps just duplicate a lot of your code, till you notice it bog down, then see if your technique thing works.

  • What I like about Construct isn't weather it can do 2D or 3D, it's the whole system and workflow. Do Unreal and Unity have identical event systems? This is partly why people want to see more 3D features in Construct, because it's a more comfortable tool to use than other editors.

  • A painful lesson.

    Yeah there's the backup setting you could turn on, if it's not already.

    I personally don't use that because it would interrupt what you're doing in order to save.

    So I've just developed a habit of saving a new file every hour or so, when I get up for a break.

  • alastair yes, much better

    Thanks, sounds great! Hopefully it can be added.

  • Does anyone have a Steam Deck yet?

    I'm curious if our C3 games will run on it yet.

    Would be cool if someone could visit hardwaretester.com/gamepad to see if the Deck's gamepad controls are supported by browsers yet

    cheers

  • Would this have better performance than lots of sprites with the physics behavior?

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  • Thanks for support with your comment!

    It's good to hear other people having the same problem.

    Thanks I didn't know about that keyboard shortcut.

    There's so many hidden shortcuts.

    From memory I'm pretty sure that both C2 and CC used to show keyboard shortcuts, so it's a regression that C3 doesn't show them.

  • It's convenient being able to quickly click the preview button to test your game.

    However! This button uses "Preview Layout" and 99.9% of the time this is not the preview option I want to use!

    Therefore, since I test my game frequently, it would be a wonderful improvement for my workflow (saving clicks, time, and effort) if I could change this button to be one of these other options:

    The default option for the preview button could be placed in the settings menu:

    This way I can click that drop down menu once in the Settings menu, rather than every time I want to preview my game.

    If you would like to support this idea, you can give votes on it here: construct3-21h2.ideas.aha.io/ideas/C321H2-I-439

    Thank you for your consideration! 💖