Ashley's Recent Forum Activity

  • I just did a test Android debug APK build and it worked fine. Maybe it's an issue with your Internet connection?

  • I just tried it and it seemed to work fine. The "step" and "continue" buttons work as expected. What are you seeing?

  • I just tried it and it works as expected: https://www.dropbox.com/s/2m5df288h640h0o/New%20project%20%285%29.c3p?dl=0

    So if something's wrong, it's probably not this.

  • It's difficult to help after the fact. Ideally regular performance testing would identify the particular change that caused a slowdown. It also does not appear conclusive from what you've said that collision checks are the cause of the slowdown. It's possible they're perfectly fast and something else has slowed it down. The only way you can really narrow this down is by trial and error - turn things off and see if it stays fast, and aim to find the one thing that slows things down. Then you can either optimise that, or if you think that Construct is handling it inefficiently, isolate it in a minimal project for further investigation.

  • Construct also now supports exporting Android App Bundles, which is what that message is suggesting you do.

    It's a little unfortunate that they show that message to everyone, because in the case of Construct, there's not currently much benefit at all to using an Android App Bundle. But the message makes it sound important. Maybe there will be other benefits to using Android App Bundles in future though.

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  • > The engine does already provide an efficient line-of-sight capability. So it should be possible to customise it to your needs already.

    mm No without hurting Performance huge time, I tried it already before but you have to remove completely the LOS Behaviour and do all the LOS checking by Events

    This is not what I was suggesting. Using events will indeed likely be slower. My suggestion was to use the LOS behavior's feature which can determine LOS between any two points. You can use that to customise visibility as you see fit.

  • With Construct's physics all objects share the same Box2D world, which is what I think you mean? I'm not sure why it would be useful to create different Box2D worlds, because AFAIK objects in different worlds cannot interact with each other at all. And you can already use different settings on different physics objects, so it doesn't seem necessary to use different worlds to achieve that.

  • The problem (if I understood correctly) is illustrated by this image: Painter's problem

    This is from the Wikipedia article on the Painter's algorithm, which is the type of algorithm Construct uses for rendering.

    One solution in this case could be to cut the green rectangle in half (making it two objects), so the right part can be layered under the red rectangle, an the left part layered over the blue rectangle.

  • loadScripts is an async function. You need to await it, otherwise you'll try to use the things it's declared before it's loaded.

  • Take a look at Bullet stepping.

  • Please note we will soon be moving the file system implementation in NW.js to be the same as the one used in Chrome. In theory this is just an internal change and nobody will notice. However NW.js will show the same file permission prompts as Chrome, unless you use NW.js 0.45.2 or newer, which has been updated to automatically approve them. So I'd advise any users of the NW.js desktop app update to 0.45.2+ so you don't get these prompts.

  • It's not really clear what you're doing. Normally when you save a project to Cloud Save, it saves your entire project with all resources like images and sounds included in the project file. So you should never have the problem you are describing - all the images and sounds are saved in your project file on Google Drive.

    Are you saving as a folder project or something? Even that should work, assuming you save to a synced local folder (like Dropbox's local folder which is automatically uploaded).

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Ashley

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