Chadori's Recent Forum Activity

  • Ashley

    That's the wrong solution, and uses an extremely coarse measurement anyway. You probably should use something like requestIdleCallback instead.

    Okay. I'll look that up.

    Besides in the C3 runtime layout loading is now asynchronous so may not jank the game any more while loading. Also the whole idea of preloading an entire other layout will spike the memory usage high, significantly increasing the risk of out-of-memory crashes... it kind of defeats the point of the layout-by-layout memory management that aims to keep peak memory usage low.

    Well, I'm not sure about that. But I surely haven't encountered that in c2runtime on Construct 3 at least.

    Although, aside from the conventional usage of that addon, there is an exclusive use for that addon that the normal layout-by-layout loading can't do.

    Imagine having 100 Spriter Character objects / 100 Sprite objects.

    You have to preload only 10 of those characters per game. As you only use 10 Players per battle match.

    You can't do that with normal layout-by-layout loading as you will have to load image memory that isn't even used.

    With this, it ensures that images that are only needed are the ones only loaded.

    Plus, you can add custom initializations per layout.

    I'm not sure why this needs to have anything to do with loadingprogress either - why not just give the plugin its own expression? The more you hack in to the runtime code, the more brittle it is in the face of future changes. The best architecture is to keep as much code as possible entirely independent of the runtime.

    It needs to. For example, you are on the loader layout. Before going to the main layout, you need to preload the main layout to only load the images needed and also for some custom initializations. But, you need to wait for the Construct Engine to load first or at least finish.

    I hope that explains it all.

  • Why do you need them for a preloader addon? What does it do and why can't you do it without these? In particular requiring the FPS for this seems particularly weird.

    Given we are obligated to permanently support all APIs we document with backwards-compatibility forever, I'd prefer to keep the SDK to the essential minimum.

    construct.net/en

    TobyR made some preloader addon that a lot of us agreed useful on Construct 2. To make it stable, taking FPS into account is important and the loading progress to integrate the Construct Loader Layout loading progress with the preloader layout to extend the Layout-by-Layout loading.

    I actually asked this from you guys but you guys seem to have your hands full at the moment with the c3runtime and I don't want to disturb that. I only ask this so I can finally port to the c3runtime. Thank You.

  • Ashley

    Why do you need them?

    I want to port, or at least, make a basic preloader addon. I really need it for my project. I need those references to stabilize the preload and also to integrate the Construct 3 Loading. I hope you understand.

  • Ashley

    Can I request for these runtime references. Thanks.

    1. fps
    2. loadingprogress
  • This looks great! If this is a collection of Cordova Plugins, wouldn't it suppose to work for IOS too?.

    It's a surprise that you packed all those features in a single plugin. I think it would have been better if it were separated by modules through separate plugins. Although I can't blame you, by the looks of it, it seems as it was a custom plugin originally for your personalized use, you just made public . Thanks for sharing to the community.

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  • Ashley said in 2014, when introducing the new Multiplayer Objet;

    -We have plans to add even more features, ranging from persistent logins with player data storage, to geolocation-based matchmaking to help improve the connection quality.

    is it me or the persistent logins with data storage was never a thing?

    imo it makes multi limited if we cannot store things for every player... like in a rpg for instance.

    Thanks guys.

    Since not a lot were using it and demanding for it. It didn't get improved.

    Then again, there was a time it was in demand and failed but it was Construct 2, it didn't have as good support unlike now with subscriptions. But now with Construct 3, people mostly gave up on the multiplayer plugin and went for the alternatives like customized plugin, customized back-end, WebSocket System or 3rd party plugins like Colyseus or Photon Cloud / Server.

    To be honest though, if you plan to have Multiplayer for your games,

    I suggest making your custom backend + client plugin for massive CCU per room games like IO games and use Photon for Battle Arena Games.

    For online data storage, I don't think relying on the Construct Team or Scirra is recommended. I'd use Firebase for that or a Custom Server Database.

    If you don't have any programming background:

    For Realtime Multiplayer::

    Battle Arena :: Photon

    For IO Games::

    I guess you can use the Socket.IO plugin, I think there are some free ones here. Or better yet, buy a utilization license or hire someone to make you one.

    For Online Storage Database::

    You can use the Firebase Plugin by Rexrainbow.

    If you have some programming background:

    You can make your customized backend + plugin client and mix in with other 3rd party plugins. It makes things easier in the long run and you have more control and flexibility for performance, storage, bandwidth etc...

  • Plugin SpriteFont+ (SpriteFontPlus) by Chris Kent, please!

    You don't need that, the Construct 3 SpriteFont official plugin is a duplicate of the SpriteFont+ plugin.

    If you already have a Construct 2 Project that has SpriteFont+ and can't be converted into Construct 3 for that reason, you can replace the id SpriteFontPlus into Spritefont2 from the #ProjectName.caproj XML file. Then that should solve it.

    Although, backup before trying anything. To make sure you don't lose anything in a case you make mistakes and need to start all over.

  • Is it possible to port the plugin to construct 3 runtime?

    Yes. But it seems he hasn't been online for a while to work on it or at least know about it.

    If you want. You can try and contact Photon Engine, the company itself. It may hasten the support.

  • savvito123

    Hi there,,, Is this working with cocoon.io?

    Yes.

  • WackyToaster

    About the "lacking SDK features" and plugins that "can´t be ported"... what exactly is lacking and what plugins can´t be ported? I´ve never dabbled around in the SDK until recently so I dunno, I´ve heard that argument a couple of times but never with any specifics. Also... did Ashley say that he won´t implement these lacking features because reasons?

    Well, this started with Construct 2.

    Back then, before Construct 3, developers were in need of features that unfortunately didn't convince Scirra to develop. Fortunately, the Construct 2 Engine's runtime is open and available to be reviewed, including the addons.

    These forced them to lurk deep into the runtime and look for some useful ways into achieving their goals. These aren't unusual though, since Scirra themselves recommended to look at the engine to learn how to achieve features not included in the SDK. Although not that deep as manipulating or reading the engine's core. It was actually supposed to be more focused on conventional addon development.

    But there were times when developers got desperate when their feature requests got declined repeatedly, even though they were confident that those are essential features. Those resulted in trying to use deep engine code to achieve their features. Hence, addons like the Preloader Plugin by was made.

    The Preloader Plugin are one of essential the addons I know that have the same cause and effect.

    Also, this is one of the plugins that can't be ported to the C3Runtime completely. Although, as I've reviewed the SDK, I think it is quite possible to simulate but not as complete as the C2 version. So, an official addon is a better choice, especially when done officially, it can then be more compatible with the engine.

    The point is that, there are plugins including the one I mentioned that can't be ported to the C3Runtime for these similar or exact reasons like using undocumented methods/codes.

    That's how I understand it.

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Chadori

Member since 10 Oct, 2014

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