NetOne's Comments

  • People have been playing the same games for the last 40 years. The market is bigger than ever. Now you can apply more time and energy into art, story, and gameplay rather than basic mechanics.

  • you allways have a choice between stable and beta. stable is "polished" and stable, but if you are running beta you have to roll with the punches, yes you get the latest features and performance but you will also get the latest game breaking bugs. I would say if you are against deadlines or near release and cant afford delays then you should probably stick with stable. as if you are running beta you are sometimes at the mercy of the next update to fix something that was broken by the last.

  • if it does run Im getting

    Cannot read property 'EndTimeElapsed' of null

    at C3.Gfx.WebGLTimeElapsedQuery._EndReal (query.js:1)

    at C3.Gfx.WebGLTimeElapsedQuery.BeginTimeElapsed (query.js:1)

    at C3.Gfx.WebGLBatchJob.DoStartQuery (batchJob.js:1)

    at C3.Gfx.WebGLBatchJob.Run (batchJob.js:1)

    at C3.Gfx.WebGLRenderer._ExecuteBatch (webglRenderer.js:1)

    at C3.Gfx.WebGLRenderer.EndBatch (webglRenderer.js:1)

    at C3.Gfx.WebGLRenderer.Finish (webglRenderer.js:1)

  • Console sais allEffectTypes is not defined

  • FYI. With this update im getting either black screen or 5x normal loading time on start up. Very bad perforamnce compared to previous versions and freeze after 30s.

  • same as rhg1968 I am also getting a crash with

    Uncaught (in promise) TypeError: Cannot read property 'Apply' of null very early into my game.

  • Bluetooth!

    This is a potential game changer.

  • Just exported my project with c3 runtime and web hosted. (wont be providing link just yet as it is a bit of a mess but)

    There is a small issue with multi touch regularly cutting out that doesn't happen on preview (any idea why mutlitouch would work on preview but not correctly when hosted???? chrome both cases)

    but besides this the performance is brilliant and everything appears to be working as should. I know there has been some dark times getting here but seriously well done guys.

  • Nice guys. I think everything in my project is working as per C2 now.

    Just FYI I have 2 bugs remaining in my project WRT exports but I dont think I will have time to investigate and raise before your stable release. But maybe if someone sees them here they can investigate.

    1) When exporting to nwjs or web html. any touch +1 is resetting or disconnecting every few seconds.

    2) When exporting HTML with deduplicate+recompress+minify I am getting randomized sprite sheets so all sprites are displayed as the wrong sprite.

  • Hey you kept that one quiet!!!

    Top feature. Thanks.

    Im sure I recall you guys saying that memory management would be too dangerous for noobs and you went and did it anyway. This will probably save my game from the bin as I only have one layout with 5+ planned environments whose background tiles are all wrapped up in single sprites for each. Cheers.

  • To finalise! this was my bad. hardware rendering had been mysteriously disabled in my chrome thanks for pointing out ashley.

  • Yes, hardware rendering disabled. Well that is strange I havent updated anything on this machine. Maybe work changed something. But even in softtware rendering though there is big performance difference. Is that OK ???

  • ok sorry if bothering you I shouldnt really be doing this in a rush a work!

  • Hi Ashley the performance drop is potentially related to fill rate.

    Check the fill rate tech demo

    116 C3 runtime can only manage 1 sprite on my quadro laptop

    115 C3 and C2 manage 8

    github.com/Scirra/Construct-3-bugs/issues/2023

  • yea it was more of a question if other users are seeing. it was just a quick test on my work machine which I dont normally use for Dev but yea possibly somethings up. Will have propper look when home.

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NetOne

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Member since 3 May, 2016

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