digitalsoapbox's Forum Posts

  • a friend of mine with GTX1070 has also reported bad rendering on far zoomout.

    Same issue here. I see it more on Intel embedded GPUs than nVidia, but it happens on both.

  • I just released r251 beta which has some changes to try and resolve the crash on startup. Can everyone affected please try it out and let me know if it works better?

    No more crashing on startup here. Thanks for the fix.

    If a Windows update slows down some Windows code that C2 calls, the root cause is categorically with Windows itself. We might be able to work around it, and I'm looking in to it today. What is annoying though is when users blame us specifically for the problem, when all the evidence points to it not being our fault. It sucks enough that we're a small team left scrambling to cover up for Microsoft's mistake, and then having people blame us specifically for the issue and refusing to accept the possibility that it could be anyone else's fault (as if we're totally incompetent and all problems are obviously our fault)... that's just salt in the wound.

    Basically I think this would be reasonable: "Hey Scirra, it looks like a recent Windows update slows down C2. This kind of sucks, do you think there's anything you could do to help?"

    But this is unreasonable: "A recent Windows update slows down C2. OMFG C2 is so crap and is broken. WTF is wrong with Scirra. Why haven't they fixed it already? Do they even know what they're doing? Unbelievably poor service OMG!" (Maybe nobody used those exact words, but it's definitely the impression I get)

    While this position is somewhat understandable, I think it's maybe a little revisionist to assume that even a majority of people pointing out the issue place blame 100% on Scirra. This is of course aside from the fact that it's not really anyone else's problem that Scirra is a "small team" (wasn't C3 going to subscription supposed to help alleviate this issue?) or that the changes Microsoft made were a "mistake." It's their OS. Scirra (and every user) is a guest. Software is designed to run on their OS, not the other way around (also an issue that still exists with C3 and Chrome/NW.js, before we get into that sales pitch).

    As for quality of service - dismissing issues that exist because they're not Scirra's "fault" doesn't change the fact that when the issues were initially brought up, the response from Scirra was...well, pretty dismissive itself, in terms of the impact the software issue has on its users.

    Anyways. None of the rest of the noise surrounding it - as in, the emotional reaction of Construct's users or Scirra's - really matters. You've said it's being looked into. Great! Thumbs up all around.

    So, real questions here: even if the issue is 100% "Windows fault," does that matter? The software is made to run on Windows. It's also still for sale. Shouldn't it be Scirra's responsibility to fix the software that is supposed to run properly on the platform it's marketed as being designed for? Does the placement of blame matter? Doesn't the responsibility ultimately fall on Scirra, the software developers, and not Microsoft?

  • > andreyin Are leaderboards working for you? Sounds like a lot of people in this forum are having trouble getting it to work.

    >

    Ooh I see. My game doesn't use them so I thought they were already had been implemented. Sorry!

    Yeah...they don't work currently. Another example of somewhat misleading claims - C2/3 don't really support XBox One features needed to release a commercially viable title outside of the very, very limited Creators program that doesn't provide games with much visibility or XBL integration at all.

  • Still waiting on achievements... It's the only thing left that I need to get my game out of the Creators Program and into the regular store, I believe. Here's hoping 2018 is the year I can finally release my game on Xbox One properly!

    Achievements, friends lists, and I think leaderboards.

  • Props to Colludium for being so fast with updates and eliminating issues! This behavior is very useful and is already saving me a lot of time setting up more advanced platform-style interactions.

    Ashley

    Trolling? C'mon now. Lots of people have the issue. Even on brand-new, higher-end PCs. The inability to address the root cause can in no way be pinned on users. That's not how product support works.

    And I thought part of the point of the subscription model for C3 was to allow an increase in headcount? Make up your mind, dude.

    Having the same issue, which started with either r249 or r250 on a project that hasn't grown past its size previous to r249. This is on a fairly high-end PC that's less than 4 months old, running Windows 10.

    The issue only occurs with Construct 2 and is definitely not an issue with the PC itself - nor is it likely an issue with Windows 10, as the PC OS/drivers have not been updated since the time when Construct 2 was working properly. The project itself does not have thousands of variables, or objects, so it's not likely the project size is the main (or only) culprit either.

    With the specs of the machine, there's little reason outside of an issue w/ Construct 2 itself that simple dialog boxes or popup menus should sometimes take 5-10 seconds to open, especially when it's the only piece of software running. Pretty sure if I can run 3DSMAX & After Effects simultaneously with zero performance hits, C2 shouldn't be causing such issues - it's not doing anything nearly as complex in the IDE as 3DS or AE is doing.

    Specs:

    Win 10 Enterprise

    i7 7700K 4.2 Ghz

    64GB RAM

  • Same issue as well. r250. Reinstalling from scratch fixed it.

  • ThePhotons

    Pretty cool! I haven't played w/ dynamic interest areas yet, sounds useful.

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  • Read between the lines, they hacked the TNP source files.

    Try loading some of the cap files into an editor some time to see what's really going on.

    Construct is mostly an xml editor, a pretty darn good one at that, but the real magic happens in the runtime. Which is what they chose to dedicate their time to, rather than have some half assed attempts at making it work on other platforms like all the other so called cross platform exporters. Sure it's html5, but its the only one that gets it right.

    What flavor *is* that kool-aid, I wonder?

    I dunno about you, buy I make games to sell them, and I want to sell them in as many places as possible where people buy the kind of games I make. Construct seems to actively prevent that, despite repeated mentions - for years, now - of plans to support other platforms, as well as the features people who buy games expect on those platforms. End of story. Not everyone wants to make knockoff games built on purchased templates in a misguided attempt to generate money through mobile ads.

    Anyways. Good on Aurelien for finding a way to bring his (pretty awesome) game to other platforms. Shame it had to be achieved in such a time-consuming, roundabout way, due to the misleading claims of the original engine's creators. Live and learn I suppose.

  • Cool article, perhaps there is hope for bring C2/C3 to the Switch after all!

    Except...it's not really C2/C3. Scirra doesn't seem very interested/capable in making their engine run on consoles. As it stands, we still depend on third-party plugins like Steam4C2 to provide desktop games with the features people expect to be supported on the largest PC game store, let alone consoles designed and optimized to run games specifically.

  • Your distance implementation is severely lacking in oversight, none of the players will see each-other and so have nothing to calculate distance with. Hence interest groups. For instance groups, you can send your location to rounding your position to the nearest like 256 multiple or seomthing , and then choosing the nearest 8 cells, looking up the cell's interest zone in a dictionary that you made by indexing all of the possible cells, putting those interest zones when you send your event.

    Then comes the hard part of creating and deleting players when you enter new interest zones and leave them and looking up their player data and appearance without having everyone pop in and out of existence and making sure someone isn't out of another player'S interest zone and attempting to shoot at them offscreen but not creating any bullets or things like that

    None of that's really necessary if the only important variable for gameplay is the distance of other players from the local player. Whether or not they can "see" each other can be handled locally.

  • ThePhotons i would also like a little more insight into interest groups,the example capx are good and they cover about everything except interest groups

    digitalsoapbox Yea that's exactly what i meant,selecting only the players within a certain area around the player to send information too

    Then just compare the distance of the players from the distance of the player you're checking against. Look up distance() in the C2 manual to see how it works, it's pretty straightforward.