Tokinsom's Forum Posts

  • SVN or Git with GUI's...and a lot of alcohol to ease the pain cause Construct isn't the most friendly with em.

  • Yeah I guess I'd have to, huh? Then just compare >= for any it skipped over for values greater than 1.

    I thought an expression that at 30 fps adds 2, or 120fps adds 0.5, and so on, would be more accurate..but fps is never perfectly stable, would result in floats, and is functionally similar to dt anyway so...blah.

  • As the title says, what is the absolute fastest way to add 1 to a variable while retaining framerate independence?

    "Every tick" is fps dependent, "every 0.01 seconds" is not reliable, "n * dt" does not give the effect I'm looking for, and so on, so I'm not sure what to use.

  • Ashley

    I'm trying to use either Git or SVN with my team so that they can make levels while I continue working on code and such elsewhere.

    My thinking was that if they only work on existing layouts (adding, moving, modifying instances, etc.) and don't touch anything else or create any new objects, we'll be fine. Likewise, I will not touch they layouts they're working in, and instead do my work in separate testing layouts.

    However, it's sometimes necessary for them to create a new tilemap, tiledBG, or sprite, and I think we got a conflict from cloning a new object at one point, or adding it to sub-folder...not sure.

    So my question is, what should they avoid as to prevent conflicts in the .c3proj or elsewhere? Can they create new objects? New Layouts? New layers?

    A rundown on how C3 is compatible with version control software / best practices / what to avoid would be very helpful.

  • I've brought this up a dozen times over the years, referring to "Default Instances". Usually requesting a way to select an instance and click a button to make it the one that all future instances inherit their properties from.

    Each time I'm met with "we don't need that" / "the current system is just fine" / "the default instance is the first one in the top-most layout" (which isn't covered anywhere in the manual and isn't always true) etc. etc. and I'm honestly a bit flabbergasted.

    I've resorted to using an "Object Bank" - a top-most layout where every first instance is created. It works for the most part, but isn't perfect.

  • Incredible work, matpow2 I'm always excited to see new developments with Chowdren and that everything is going well.

    Chances of getting picked up by a publisher/producer without console exports are extremely low. Chowdren opens many doors for hobbyists and startups to bridge that gap. Keep it up!

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  • tgeorgemihai Iconoclasts was CC & Chowdren. Speaks well to the latter's capabilities!

  • mOOnpunk Take a moment to upvote the feature suggestion and add any issues I didn't list if you haven't already.

  • Nice to hear it will be improved in the future on Chrome's part.

    I have to mention though, I tested this with the default theme and noticed there was significantly less lag/slowdown, so the Dark Theme does in fact cause a hit in performance.

    Ashley A while back I suggested a dark theme with no stylistic alterations. I love the default theme but cannot use it because it's too bright. Considering the performance implications and other annoyances in the current dark/light themes, do you think this will be an option in the future? I have a paid offer for this as well but no one is willing to accept because the existing themes are closed-source and they don't want to do it from scratch.

  • Worth noting my CPU shoots up to ~35% just from expanding and collapsing events and scrolling around. I think some optimization is in order here...

  • Probably Cyber Shadow. But it might still be in C2. And it's still in development.

  • Well, I'm at least glad to hear I'm not the only one experiencing this.

    My project was ported from C2. The exact same event sheets had absolutely no lag in C2. C3 & my project are operating on an SSD.

    Browser-based editors FTW, yeah? Ugh. I assumed it was something to do with this and haven't been proven wrong yet. For the record, disabling the dark theme does help a bit, but there's still some lag on my largest event sheet. I'm not about to disable that, my poor eyes need it.

    NetOne Only chrome extensions I have are dark reader and Adblock. I'm running the desktop version anyway so these should be completely disabled.

    Side note...the layout editor is super responsive and I've got some preeeetty massive areas in there. Perhaps we can have the GPU help out with the event sheet editor too? lol

  • Pseudocode:

    +Upon death

    +Repeat 8 times

    -Create particle at megaman

    -Set angle of motion to loopindex * (360 / 8)

    -wait 0.5 seconds

    -Copy/paste the above actions with necessary adjustments

    Give the particles the bullet behavior

  • Ashley

    (Disclaimer: Specs are i5-6600k, GTX 1080ti, 16gb RAM. GPU setting in C3 on high performance. Using C3 Desktop)

    I occasionally get a "bad preview" where my game is a bit laggy and - especially noteworthy - my music is noticeably slower than usual. If I close and preview again, it run just fine.

    Normal Preview

    Bad Preview

    (turn volume up)

    Wasn't sure if I should report a bug or not...I don't think this is going to be an easy thing to reproduce. Anyone else run into this? Any solutions?

  • Ashley

    (Disclaimer: Specs are i5-6600k, GTX 1080ti, 16gb RAM. GPU setting in C3 on high performance. Dark theme.)

    I find that in my larger event sheets, C3 has a hard time keeping up. There's a distinct delay to every action - Highlighting or rearranging events, opening the action or condition window, clicking OK or cancel on any expression window, etc. all takes up to 0.5 seconds per. Said event sheets aren't even that big (300-800 events).

    I'm posting to see if others have this issue, if I need to report a bug, or if the event sheet editor just needs some optimizing and if there are plans to do so.

    Technically I could break down the event sheets into smaller ones and use a bunch of includes, but I shouldn't have to. I prefer the setup I have here and used with no issues in C2.