corlenbelspar's Forum Posts

  • Well like I said, I can work around this by just collapsing my entire project bar tree or the event sheet I'm in or just go to a layout editor before using something like the animation editor so it doesn't have lag issues like this that cause C3 to almost be unusable. I just hoped maybe there is something I can change with my Windows settings or download some patch for my computer to improve performance related to C3 or what have you. It isn't really an insurmountable hurdle, but it would definitely make workflow much better for me. Even despite all this, I've used GameMaker Studio before and Construct 3's workflow is infinitely superior being able to do things like start a preview in 5 seconds or less while GMS takes like 3 minutes just to tell you there's a simple typo in your code. lmfao anyone who tries to say GMS is better just has no clue what they're talking about.

  • I'm not sure why I would be having a memory issue when my computer has 16GB of RAM, but C3 works off things like browser tabs, so it might be a thing still?

    I have a lot of events because some functions have a ton of conditions and nested events and there is no way to break them down further because I have spent a ridiculous amount of time optimizing the game. Unless I'm not thinking of something. In one instance there's a function that makes the player character fire 1 out of 100+ different weapons based on which they have equipped. It really needs to be done through a function only because if the game just checks that amount of events every tick, there's a drastic higher impact on performance.

    I never had this kind of lag ever in Construct 2 with even more complex states in my games and I can go into regedit.exe that comes with Windows and expand like 5 million entries on the registry tree and it doesn't lag at all.

  • I don't seem to recall Construct 2 itself ever lagging when a large event sheet of 1000+ events is open with all nested events expanded or if I just expand everything on the project bar tree of my game if I have thousands of different object types. It gets really bad where I have to sometimes just swap to a layout in the editor so things like the animation editor don't lag 5 seconds behind my mouse being moved and clicked.

    This has been going on for probably years now where I assumed it was just Construct 3 was being refined more to improve performance, but it's still a major issue. I can mostly work around it if I pick collapse all on large event sheets and my project bar tree, but... I've never seen this kind of lag in any other program and I wouldn't think this would be a common occurrence I have to just constantly waste time working around.

    So I'm assuming I'm doing something wrong or maybe I need to update something unrelated to get rid of this lag?

  • Alright, thanks. I guess a method like you described that would be more practical is create a bunch of canvas objects that paste chunks of the sprite into them and make them move accordingly, but this method would be problematic for my current game with the way its engine works. I'll keep this info in mind however.

  • Not quite what I mean. I want chunks of the sprite to be emitted as particles, not the entire sprite.

  • While that is the effect desired, I think it would only work for a single color shape like you used. Unless I'm missing something where you can load a sprite into it and it change the particles into different pieces of the sprite.

  • Is there a way to make a sprite explode into individual pixels that fly in random directions and speeds with gravity affecting them?

    The plugins database has very inadequate descriptions for everything in it and so I can't easily find out by just looking through it.

  • I figured it had a limit, but I never noticed because 200 is a lot and I try to avoid a lot of undos/redos because C3 has had a history of crashing on me if I use it too much. I would think 200 is more than adequate, but I am all for users being able to define this at the same time.

    Ashley is also right that unlimited undo would cause memory issues.

  • I remember why I used localstorage by default. The desktop version of C3 takes a long time to start previews if worker is enabled, so using it to test your game isn't the best option. This isn't the fault of Ashley, the NWjs makers put a bug in NWjs and haven't responded to Ashley's bug report in months still.

  • You could try and report it as a bug since it's caused by Construct but I already did in the past and it got denied because that's how it's supposed to work.

    lol I know in almost all communities, it is really frowned upon when a developer says "that's how it's supposed to work" to an obvious problem in their software and that it's everyone else's fault (Steam's fault in this case) and they expect everyone else to work around them. I tried reporting C3 crashes frequently when Tiled is open, and was told it's only Tiled's fault even though you'd think it's technically the fault of both developers and they need to communicate with each other and figure out the conflict that happened through coincidence.

    I personally know how one guy became a giant pariah for how his game had a bunch of obvious issues, but "that's how it's supposed to work". The difference is he made a game no one cares about, while Construct 3 actually could be really useful to countless people.

  • You do not have permission to view this post

  • You do not have permission to view this post

  • I can't report this as a bug because Ashley will just close it without investigation since there's no way I can provide instructions to reproduce this. It depends entirely on the graphics card where if you turn on render cells, on some computers even with GPU blacklist it does this glitch-fest. I figured I should at least make people aware this is an issue. I can't reproduce it on my computer, but on someone else's who has constant issues, issues which I can't reproduce with the game in question, this happens 110% of the time.

    For anyone terribly unfamiliar with C3, there is no way you can crop sprite objects in the way the face pictures were cut off. So there is absolutely no way this is something I did wrong or my fault.

  • I guess I'll make an import/export option then. I would've preferred to just copy a file from the game's local storage folder it makes in NW.js, but I guess this works too.

  • With NW.js is there a file I can possibly copy with this? I know you made a save game action for saved games, but it suited my game better to store the saved games in local storage and someone testing it was wondering how they could copy their saved games.

    I would only need the save/load game option for something such as saved states like an emulator would provide. My game only has to save data such as what level you reached, which weapons you got, etc. Nothing like object states.