Jase00's Recent Forum Activity

  • I would absolutely love to see a "max FPS" option for Construct. I find when making a rhythm game, my inputs feel noticeably more responsive when I disable vsync (even on a 240hz monitor), but currently without a max FPS cap, disabling vsync is only useful for benchmarking and making your computer's fans go wild and draining laptop battery.

    I also currently get choppy sprites and choppy Video playback when vsync is on, but I have not been able to reproduce this in a minimal project for a bug report, but if I disable vsync, the choppy issue is gone.

    GDevelop has a max FPS option, and games like Valve's Source engine games have a cl_maxfps variable iirc (usually defaulted to 300 on most Source games), so you can disable vsync, get the benefits of better input response, fans don't go wild, with the only downside being image tearing, which often isn't a big deal.

  • I gave this a bit of research, as I was under the impression that gif's were still used.

    I now agree with Ashley, they're obsolete. It's like asking for Windows XP support for Construct.

    But I do see that general online culture recognise the word "gif" as meaning "a small animation on the web", when this is not exactly true, its a old file format with basic animation support. But culture doesn't care, like where everyone loves chatting about pronunciation of gif being gif or jif - I'm sure half the people chatting about that don't know exactly what a GIF is or the specs and limits of it.

    BUT, I'm all about including things! If it's surprisingly easy for Scirra to implement GIF support, then heck yes why not!

  • I use video and it works great! I use it through nwjs and pick a video file on my local computer.

    I used ".webm" files for video, as this has the highest compatibility.

  • > Because the audio object offers you Audio.CurrentTime or Audio.PlaybackTime(Tag) which you can compare against your timestamps.

    I'm not sure if it's a bug, but apparently "Audio.PlaybackTime(Tag)" doesn't work when you load a sound externally. (Using "Add remote URL".)

    Maybe I can simply use timers.

    The project I'm working on uses external audio url, and I use "audio.playbacktime" very often for syncing objects to the music, which works well! I haven't had the same bug that you have described. Hmm..

  • I can't remember the exact option, but what you're looking for is Blend modes.

    Click on a sprite, and under effects, you should see blend modes.

    I believe there is a example on the Start Page that demonstrates all blend modes.

  • The HTML5 export is for uploading to websites - it doesn't allow you to play your game by double clicking it, it must be uploaded onto a website in order for play. There's ways round this, but what you're looking for is the "NW.JS" export option, as this creates an EXE file that opens nice and easily.

  • Is there any other info you might be able to provide? Maybe l if you run your project with Debugging, do you get different CPU rates in your event sheets with the different versions of Construct?

    I know it's not really down to you to test all of this, but since the latest version of C3 is a beta, I was curious if you found any other clues.

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  • The Suggestion platform is still 21H2. The fact they didn't even update it to 22H1, and we are now in 22H2 should tell you something about what they think of the suggestion platform.

    This does raise alarm bells about the suggestion platform. We haven't had a 22H1 but we are now in 22H2. Half a year missed.

    I know Scirra looks at it, but should I post my suggestions now, knowing I might have to add them again if it gets updated? Who knows...

  • I do agree with posting on the forum, but I think having a wall of text with many suggestions isn't the best idea. I forget how the suggestions platform works, but I don't think I could even leave a vote on all suggestions posted here!

    I think things like "on collision exit" could be excluded, as these can be done with events already.

    2D camera seems like a huge idea for not much outcome, like merging existing things into a plugin sounds like a recipe for disaster.

    Merge same behaviour if 2 behaviours exist - It's a good QoL idea, but again worked around by naming your behaviours (e.g. If you had sprite that's in family, and has 2 tween behaviours, call one Tween_Sprtie and the other behaviour Tween_Family).

    I do agree with some things that cannot be overcome or help with huge projects, like cancelling a build, track undo redo, organisational tabs. I'll login and vote soon!

    I plan to do a forum post on some things I would love to see in the event sheet view, things that slow me down when working on a huge project which I cannot find workarounds for (maybe others might offer workarounds I never thought of when I post).

  • I've had bookmark crashes for a long time, haven't pinpointed why, but it's something to do with a bookmarked event that no longer exists, yet it exists in the bookmark bar. When you double-click the bookmark, it cannot find the event associated, and then crashes.

    I am so worried about the crash that I always clear my bookmarks often, just in case one of my bookmarks has turned rogue and might crash.

    I have often opened a project, see the bookmarks, double click some, and 1 might crash the project. Also in the middle of working on a project, I often use bookmarks to quickly get from A to B in a long event sheet, so sometimes I get a crash when I'm in the middle of working on something - it's gotta be something related to cutting or deleting a bookmarked event.

    I wonder if a quick fix could be done by Scirra with this limited info, like upon clicking a bookmark, check the event exists before trying to jump to the event. Problem is though, how will be prove its fixed after? Hmm.

    I'll definitely create a bug report if I figure out what exactly causes it.

  • > and paste the textinputs

    I'm pretty sure it's not possible to paste a textinput on drawing canvas..

    Yeah probably not, which leaves me with no other workarounds aside from using spritefonts. Or maybe switching out the TextInput for a SpriteFont when the TextInput is not focused.

    ...or just use SpriteFonts overall, probably easiest!

  • There's a use for everything!

    More often I use textinput, but I can see a potential issue arising with floating DOM elements, where my project might have a 9-patch menu with a few textinputs and buttons, then when clicking "Done" on this menu, I would like to have a popup menu asking "Are you sure you wish to save changes?", but this popup may overlap the textinput and buttons below, causing them to appear above the "are you sure" popup - sooo I could either attempt to use drawing canvas and paste the textinputs so that I can keep the correct Z order, or I make a custom textinput with SpriteFont (Which I do see as a sacrifice, as I like the ability for users to use highlighting with mouse or shift+arrows, right-clicking for extra options, CTRL+A then CTRL+X for a quick cut, etc.)

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Jase00

Member since 5 Jan, 2012

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