Jase00's Forum Posts

  • Lol I'm already hyped even though it's long term! Very motivating and useful to know it's on the cards (assuming all goes as planned!).

    You can count on me as a tester for Linux! I found nwjs to be poor performing on Linux, despite investigating this and changing nvidia drivers around and such, yet same device booted into Windows, nwjs works perfectly fine.

    But yes, if I'm understanding correctly, this makes it a unified plugin system for all 3 desktop builds? If so, I imagine this makes it more alluring for addon devs to explore and make other third party addons (moreso addons that interact with, for example, other software installed on the device).

    How exciting! Felt like we would be waiting unknown amount of time for a resolution to this from AMD, didn't expect this could be worked around via addon.

    Is it a sdk V2 addon? I remember being fearful that V2 may prevent the community from adding "missing features" like the odd ACE and such, and sorta eventually accepted this, but this may be an example of a major game breaking issue being worked around via 3rd party addon.

    I'd take any workaround even if it causes another bug, as long as the game is playable at a minimum.

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  • Make a circle sprite, and change the circle sprite's blend mode to "destination out", then paste it onto drawing canvas and it will "cut out a hole".

  • What kinda behaviours did you create? Maybe or hopefully there's workarounds or ways to solve this?

    > Whether it does need to be Scirra or the users, definitely feels like a huge issue and should all be focused in one thread to report this (assuming amd sorta have a public bug thread we can all chime in on) and not scattershot randomly to the companies.

    The issue began occurring after a change in Construct. It's a Construct bug.

    I think this bug affects old versions of C3 though. But then we have that magical "low latency" option in older versions of C3 which happens to fix the issue, but since been removed.

    I'd take the low latency option now if it existed, infact I'm tempted to build with the older C3 just for peace of mind since I don't understand any of this issue and simply worry about players.

    Whether it does need to be Scirra or the users, definitely feels like a huge issue and should all be focused in one thread to report this (assuming amd sorta have a public bug thread we can all chime in on) and not scattershot randomly to the companies.

    Edit: is there any logic as to why C3 games work fine with that old "low latency" option, like what was C3 fundamentally doing differently with that option, maybe there's a clue there? Still baffling that things are fine for nvidia cards.

  • It's not worth the time.

    Look at any game, Ps1, Dreamcast, Wii. You'd think "oh yeah those files are locked down, not even for Windows or x86 computers!", but there's tools to extract textures and sprites, there always is.

    I pretty sure there's a tool called 3DDXRipper to capture models and textures of any DirectX game.

    I do agree things in C3 exports/html5 games, they are a bit too easy to snoop around the image files, but I think it's better to ignore this and focus on the game design first.

  • What's the exact pi you are using? Are you able to open C3 and preview projects, but only the exports are not working? Which export do you use (html, nwjs)?

  • One way is to use families, like a family of your fur sprites, then you are able to manage what is loaded and what isn't, however this might be some effort to change your project over to this, replacing your "set animation" events with creating the fur sprite and such - is it worth it? Maybe, but I wouldn't worry too much about it if you're at 1gb.

  • 1gb isn't too bad, one way to reassure yourself is steam stats, which says most people have 16gb of ram, really small amount of folks with less than 2gb or 4gb.

    store.steampowered.com/hwsurvey/Steam-Hardware-Software-Survey-Welcome-to-Steam

    Judging from your game, you have lots of images for customisation. If all the images, let's say the cats fur, is all in 1 sprite, then there's not much you can do to lower RAM usage, as once 1 sprite is loaded, it loads all of its animations into memory.

    But if each customisable sprite is a separate sprite, then you can use the System > Memory actions to unload sprite images when not in use.

    Really appreciate it Ashley, I know a million things are on Scirra's plate, but still took the time to explore this and I'm sure it's going to be used by many of us!

    Just to be clear, we can set volume to -infinity for silence? I have often been setting it to -100 for silence, I thought it worked like a backwards percentage (-100 being 0% volume, and 0 being 100% volume).

    Always unsure to touch infinity as I assumed this breaks things (like where I've spawned an object and it's glitching, somehow has infinity as width/pos).

  • I forget why but you're right - Tiled BG, you could have 10 instances onscreen and each can load a unique image into it. But sprite replaces the image for all instances and even newly created instances.

    Odd in some ways and I do wish we could have similar unique images with Sprites, but at least we can make do with Dynamic Animations!

  • Report it to Scirra if offline mode doesn't work, reproduce it by switching off Internet router and such - I see others chime in that offline mode doesn't work, but I've been one of the lucky ones and it's always worked fine for me whenever my Internet went down.

    Scirra have to think about pricing models and such, it's their full time jobs, they're likely weighing up different options and trying things to see what works for them - turns out the subscription system works for them. That's it, here we are. It's affordable to many but not all, but has excellent gains for the user if they did make a game that sold well.

    The part that's more curious to discuss is the free version restrictions - that feels more important to focus on to foster growth and such.

    Companies cannot kill piracy, otherwise that would have happened by now. It's much like anti-cheat, we have kernel-level anticheats, surely that is impossible for cheaters to beat? Nope, cheaters worked around this, whether running the game in a VM or using secondary hardware to work around this. The only current "true" anti-cheat/anti-piracy method is if it's even more cloud-based (i.e. Google Stadia, or NVIDIA GeForce Now).

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