Chadori's Forum Posts

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  • Ah, this is dark theme, and it's called the action/condition highlight. I think it is implied that this is done to commonly used actions/conditions. This is not based on your usage, rather predefined by the developer.

    In the default theme, that would be a dot on the left side of the action/condition, on the action/condition selection dialog.

  • Release 43 - Stability Update

    Hi everyone, there is a new stable update for the Construct Master Collection, please click here to read the release note and download the update.

    Thank you.

  • Hi everyone, for those who are using the Pro UI plugins, here is the fix to get audio to work in the latest versions of Construct 3.

    Steps

    1. Unwrap the aekiro_proui.c3addon by renaming to aekiro_proui.zip.

    2. Extract folder

    3. Open the file instance.js in the c3runtime folder with any text editor, preferably applications like VSCode.

    4. Find this code below:

    this.act_PlayByName.call(audio,0,this.fileName, 0, this.volume, "sound");
    

    5. Replace with the code below:

    this.act_PlayByName.call(audio, 0, this.fileName, 0, this.volume, 0, "sound"); 
    

    6. Repack the files back by compressing into a .zip file, aekiro_proui.zip.

    7. Rename into aekiro_proui.c3addon.

    8. Reinstall Construct 3 addon (plugin).

    Before screenshot

    After screenshot

  • Try Construct 3

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    Jase00

    I do not agree about Scirra being unaware or choosing to ignore the issues

    On my own project, a desktop rhythm game, I have different settings for visuals, and when on "Ultra", I do see jank when cpu and gpu usage are both about 60% and the FPS is always stable

    Of course you don't, I reckon you mainly export to desktop.

    This is exactly it, no one in other platform exports have any idea. They think the same performance issues they have on desktop or web are the same, it literally isn't. You can still make rhythm games on desktop and reach 60% CPU usage while playable. However, mobile can reach 5% CPU usage and already starts lagging, because there is performance throttling and horrible stability issues.

    The desktop export is very powerful, not because of your device performance, but the browser itself, yet you still complain about performance issues. Imagine our case with weaker devices, very problematic browsers and zero engine features to alleviate it.

    You shouldn't use your case as a reference to our issues. This toxic positivity just makes our situation overlooked even further.

    If they cannot resolve anything, is it up to Scirra to find a workaround or solution? I do not know.

    Please just don't make it worse, ignorance of mobile issues and trying to make it look alright is a quinquennial problem now.

    The Construct 3 developer isn't aware, and after reading posts like this, we'll surely be pushed back from scratch again.

    Hear hear!

    Construct 3's mobile department is hopeless, no one is even bothering to check for any issues.

    It is pointless to argue since it's apparent that the Construct 3 developer isn't even aware of the issues or chooses to ignore them. So many people have tried and just gave up.

    Most tests the Construct 3 developer makes are about how fast JS is in the web, since that's what he only ever truly does. And then advertise how fast JS is, and make it look like even mobile is as well. Not after those benchmark tests that have no relevancy to actual issues of performance stability and performance throttling on mobile builds.

    For new users, if a game isn't as simple as Flappy bird or Angry Birds, then don't bother making it. If you think performance will get better after export, you'll be surprised it will be at least 30% worse after export than preview. And that's before the stability issues.

    Back in 2016, the Construct 3 developer said devices are getting more powerful and the performance will get better. Well, that's true, but not that you will benefit from it, Construct 3 performance is getting worse.

    Every tick needs to be light on mobile, but even the actual event sheet is so heavy and bloated, it's almost like a JS sandbox. I've fixed that by coding with JavaScript, but wait until you hear about a bigger problem, refresh rates on mobile.

    The browser is still as slow, but the demand for graphics is getting higher. Dealing with 60Hz on mobile exports is bad enough, but now we have 120Hz, and the Construct 3 developer is acting like it's no big deal, they made another product Animate since they probably feel like they have so few things to improve in the actual game engine.

    And then we suggest for frame rate locking, and the Construct 3 developer indirectly says it is a horrible idea for some technical reasons in which Chromium doesn't support, yet other engines like Phaser support. We then get linked to that everlasting Chromium issue that everyone already abandoned, forgotten or worked around.

    What's worse, is that people who either are clueless or only exports to web, web mobile or desktop, will also reply and say that the performance is fine, making us getting ignored even further. That is until they have to experience it themselves, and then be the ones to complain in the future.

    It's so easy to brush something off you don't experience or care.

  • Can we have runtime events for layouts? Specifically:

    Undocumented events

    1. beforefirstlayoutstart
    2. afterfirstlayoutstart
    3. afterlayoutstart

    Needed events

    1. beforelayoutstart

    Most especially beforelayoutstart, since running plugin tasks after the event trigger On layout start causes timing issues. I currently need to do plugin calibrations before the event sheet starts.

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