Shubi's Recent Forum Activity

  • If you want to have solid on sprites that you want to detect, then use custom on Los and define obstacles seperatly

    SnipG I did the same in my previous post, you should see the .c3p file . It isn't working that way either.

  • It is not working with custom object either...

    Here you can see for yourself...https://drive.google.com/open?id=1kZndM5TLmVoH4rOIIjWn4MhlyV3BkQ_9

  • I tried Line of sight behavior today, turned out it doesn't detect sprites having Solid Behavior or Physics Behavior,

    is this a bug? or is it by default and why?

  • Okay...Thank you very much!

  • Memory use does not directly affect performance. It's a separate measurement.

    Good to know that!

    Although i would still like to know the right size to design for...

    viewport or pixel size? (as shown in the table)

  • Ashley

    i am not saying the viweport size in itself will cause a performance lag, when i say the size affects performance i mean for example if i design my game for 700x1400 layout size then i need a background sprite of size 700x1400, simillarly if i design my game for say 400x800 layout size then i will need a sprite of size 400x800..... then technically wouldn't the second one would be lighter on memory and better in performance?

    Trending screen sizes are given below, as you can see the viewport sizes and pixel sizes(resolutions) are widely different from each other,

    Now, Lets say i want to deign my graphic size exactly for "Nexus 6p device"(first in list) so that my graphics would not need to scale up(lose quality) or scale down(unnecessary memory used) when running on the device, i am confused if i should design for ?

    viewport size or pixel size (resolution)

    412 x 732 or 1440 x 2560

    I am facing the same problem... is c3 going to implement it in next release?

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  • Mobile Screens are getting bigger but their native webview is not very good in handling native games exported with c3, i have always experienced laggy game play on low & medium price range devices on even small games made with c3.

    As Graphic design plays a big role in memory management and can affect performance greatly. Thus games design need to be as optimized as possible for it to not lag.

    For example, i have made a game with layout/viewport size of 700x1400p considering trend of large mobile screens and 2:1 aspect ratio. All graphics are designed exactly for the same screen size (no upscaling or downscaling).

    I am wondering if i have used larger layout than required causing lag in performance. Also i am confused between mobile resolution and viweport sizes as they differ widely in size.

    Can someone explain the concept of resolution and viewport of mobile screens and which on should be considered while designing layout size and its graphics.

  • It was working alright for a day, now it shows this when i start the engine...

    Error report information

    Type: unhandled rejection

    Reason: Error: Cannot read property 'ǃpIN' of null TypeError: Cannot read property 'ǃpIN' of null at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:320867) at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:322022) at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:322022) at Function.ǃpRc (https://editor.construct.net/r151/main.js:2:319983) at Object.ǃKzk (https://editor.construct.net/r151/main.js:159:47933) at Object.ǃKzk (https://editor.construct.net/r151/main.js:159:48085) at Object.ǃwBY (https://editor.construct.net/r151/main.js:159:45308) at async s (https://editor.construct.net/r151/main.js:159:91122) at async editor.construct.net/r151/main.js:159:93147

    Stack: TypeError: Cannot read property 'ǃpIN' of null at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:320867) at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:322022) at Function.ǃpRz (https://editor.construct.net/r151/main.js:2:322022) at Function.ǃpRc (https://editor.construct.net/r151/main.js:2:319983) at Object.ǃKzk (https://editor.construct.net/r151/main.js:159:47933) at Object.ǃKzk (https://editor.construct.net/r151/main.js:159:48085) at Object.ǃwBY (https://editor.construct.net/r151/main.js:159:45308) at async s (https://editor.construct.net/r151/main.js:159:91122) at async editor.construct.net/r151/main.js:159:93147

    Construct 3 version: r151

    URL: editor.construct.net/r151

    Date: Thu May 30 2019 16:14:22 GMT+0530 (India Standard Time)

    Uptime: 0.6 s

    Platform information

    Browser: Chrome

    Browser version: 74.0.3729.169

    Browser engine: Chromium

    Browser architecture: 64-bit

    Context: browser

    Operating system: Windows

    Operating system version: 10

    Operating system architecture: 64-bit

    Device type: desktop

    Device pixel ratio: 1

    Logical CPU cores: 4

    Approx. device memory: 8 GB

    User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/74.0.3729.169 Safari/537.36

    C3 release: r151 (beta)

    Language setting: en-US

    WebGL information

    Version string: WebGL 2.0 (OpenGL ES 3.0 Chromium)

    Numeric version: 2

    Supports NPOT textures: yes

    Supports GPU profiling: yes

    Supports highp precision: yes

    Vendor: Google Inc.

    Renderer: ANGLE (Intel(R) HD Graphics Family Direct3D11 vs_5_0 ps_5_0)

    Major performance caveat: no

    Maximum texture size: 16384

    Point size range: 1 to 1024

    Extensions: EXT_color_buffer_float, EXT_disjoint_timer_query_webgl2, EXT_texture_filter_anisotropic, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context

    After restart it starts working, but as soon as i change something in an event it crashes again...

    i was using beta version for the new "wait for previous" action , and now i am unable to work on my project. i am wondering, is there any way to revert my project back to r150 ?

    Or any way to fix this issue? or do i have to wait till the next release...

  • Hi,

    Is there a way to save Editor Customization with the game? When we customize the editor Bars according to our personal ease, it takes a few minutes to set it before starting the work, we can save it and then come back to find the same customization in place PROVIDED YOU RUN CONSTRUCT 3 ON SAME DEVICE AND BROWSER.

    But is there a way to save these settings with the game like "Bundle Addons"? so that, wherever i go on whatever device i run C3, i am all set in work mode with my personalisations intact!

    If there is no such setting then i would like to request this function

    Saving Bars Customization/ Editor Customization with the Game File.

    Edit : I would also like to mention that some bars (Find Reference Bar and Find Result Bar) have some columns that we don't need most of the time, so for more efficient space use and clean customization there should be an option to hide some of the columns for ex: the "project column" is not required in the "find result bar" when i am working on a single project, so there should be an option to hide that bar.

  • oosyrag i get it!

    But little construct team is one of the major reason for it too, look... "default functions" was a big step in construct and seemed very hard and complex to do like "timeline feature" and an "inbuilt exporter" which were just said to be very difficult to implement and drawbacks were counted too, but with time and hard work it happened! i just like to believe that with growing construct (with right subscription model) will be a bigger team someday and this issue will be sorted in a way or the other.

    Hoping is not the worst thing to do!

  • I understand the limitations of your team, And i appreciate the good work done with c3, i woudnt have been able to do what i love without construct at an affordable price and progressive updates, i hope it stays this way.

    Although i think event setup like activating host group when player is host and peer group otherwise would be doable by users (assuming the plugin would automatically set the new host id for all peers and mutiplayer is already complex for new users anyway)

    and i hope that c3 grows fast and successfully and you will be able to implement it sometime later.

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Shubi

Member since 9 Dec, 2016

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