okarowarrior's Recent Forum Activity

  • How do I group multiple or even all the audio? I want to apply an effect to all the audios and it seems that audio plugin is still limited by 1 tag as in Construct 2 (multiple threads from 8 years ago asking for this appeared when searched). Neither families exists for audio.

    How can I set events if I want to affect music and sfx at the same time, or only the sfx that the player makes within one action.

    Thanks

  • Ashley

    Thanks for taking the time and for your feedback for me to optimize the prototype.

    In my notebook (CPU i7-11800H GPU RTX 3060 mobile) where I'm working on, the performance drop is consistent independently of the procedurally generation since I ran it many times each and, most of the running time, the new betas can't maintain full framerate.

    But you are right that to correctly and reliable diagnosing anything you have to minimize the variables to the minimum.

    I just tested the performance of r298 on the other computer I tested r296 (that also crashed) and the performance was the same as r295 as it was also your case. Sorry for not having to be able to test that earlier.

    Conclusion:

    • My prototype runs every tick unnecessary redundancy with some events that lead to inefficient use of the cpu.
    • My notebook is particularly impacted by something in this inefficiency that doesn't happen on other systems.

    I'll fix what you pointed me out and continue digging about my issue if it persists on future iterations of my prototype.

    Thanks

  • The suggestions platform has lots of great ideas, but i don't think highlighting them here on the forums will change the outcome that most of these suggestions will ultimately get, not just from the devs, but also simply because the platform just doesnt work.

    Besides Scirra's attention seems to be elsewhere at the moment.

    I didnt know/remember that page existed. So for me this post has value

  • Thanks Ashley

    I've just sent you my project.

    I tested my project on other computer and same happens. Crash 296 and bad performance on the next ones.

    I may be remembering wrongly but I think I installed a couple of third party effects that I used and then removed from the project.

    Particularly this one and maybe some other.

    I'm adding this since the error mentioning effects not supported

    Could it happen that despite the project not actively using the 3rd party addon anymore, it got "marked" anyway inside the .c3proj data ?

  • Ashley

    Sorry for the delay.

    r296 cant open the project. Instantly crashes on start

    1. It's worth mentioning that I may be having installed some 3rd party legacy stuff (because I have a pop-up telling me that NW.JS has been deprecated) probably when I tried to migrate a project from C2 to C3 and had to tweak stuff for compatibility
    2. Im using the fake "desktop" version that runs Construct 3 from an .exe because before disabling blacklisting flag on chrome, C3 ran like trash on my browser. So this must be the cause
    3. Ok. I tested it on the browser and everything behaves the same as in the desktop launcher I used until now >
    • r295 runs fine
    • r296 crashes
    • r296.2 bad performance
    • r297 bad performance
    • r298 bad performance

    (Bad performance meaning UNSTABLE performance. It's not constant but framerate drops and stutters happens 75% of the time

    r296 crash:

    Error report information Type: unhandled exception File: https://editor.construct.net/r296/projectResources.js, line 639, col 206 Message: Uncaught Error: effects not supported Stack: Error: effects not supported at d.ZB (https://editor.construct.net/r296/projectResources.js:639:212) at ZB.next () at d.b7a (https://editor.construct.net/r296/projectResources.js:776:514) at b7a.next () at d.aDa (https://editor.construct.net/r296/projectResources.js:776:453) at d.Df (https://editor.construct.net/r296/projectResources.js:1269:377) at d.Df (https://editor.construct.net/r296/projectResources.js:1229:3) at QYb (https://editor.construct.net/r296/components/editors/layoutView/layoutView.js:78:153) Construct version: r296 URL: https://editor.construct.net/r296/ Date: Tue Jun 07 2022 12:36:36 GMT-0300 (Argentina Standard Time) Uptime: 42.1 s Platform information Product: Construct 3 r296 (beta) Browser: NW.js undefined Browser engine: Chromium Context: nwjs Operating system: Windows 10 Device type: desktop Device pixel ratio: 1.25 Logical CPU cores: 16 Approx. device memory: 8 GB User agent: Mozilla/5.0 (Windows NT 10.0; Win64; x64) AppleWebKit/537.36 (@62f83a7521ae1f32e563795732dff0c9da1b660d) NWjs/0.63.0 (like Chrome/100.0.4896.60) 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. (NVIDIA) Renderer: ANGLE (NVIDIA, NVIDIA GeForce RTX 3060 Laptop GPU Direct3D11 vs_5_0 ps_5_0, D3D11) Major performance caveat: no Maximum texture size: 16384 Point size range: 1 to 1024 Extensions: EXT_color_buffer_float, EXT_color_buffer_half_float, EXT_disjoint_timer_query_webgl2, EXT_float_blend, EXT_texture_compression_bptc, EXT_texture_compression_rgtc, EXT_texture_filter_anisotropic, EXT_texture_norm16, KHR_parallel_shader_compile, OES_draw_buffers_indexed, OES_texture_float_linear, WEBGL_compressed_texture_s3tc, WEBGL_compressed_texture_s3tc_srgb, WEBGL_debug_renderer_info, WEBGL_debug_shaders, WEBGL_lose_context, WEBGL_multi_draw, OVR_multiview2

    fredriksthlm That could've been because at the time I randomly took the screenshot a lot of events of the mechanics took place. Again, I admit the earlier screenshots aren't useful. But whilst I'll be able to run r295 stably, I will continue developing on there, because I cant focus all much time into diagnosing the new betas, despite that I will like to.

  • So. I know the screenshots Im attaching here are meaningless without context and being just a short window of performance analysis.

    What I can add is: The prototype is an infinite runner with autogenerated platforms. There's also a wall of fire that chases you from behind if you take too long to advance.

    Thing is, in the new beta the prototype overall stays in the range of 60% CPU (instead of r295 staying in the reing of 50%). It jitters a lot to the point of the mechanics being affected (I know, many of my mechanics seem to be tied to framerate since in beta r297 now there are jumps that sometimes YOU FAIL because of the mechanics being altered by the drop in performance).

    Also, if you let the wall of fire get you, in r295 the game stays overall at ~144fps (my monitor's refresh rate). In r297 the framerate goes to the 90ish fps really stuttering the image and the feel of the preview.

    So, there are stuff that last beta (or at least after r295) that construct is handling different.

    If any dev is interested, im willing to share my humble early prototype via mail if it helps to figure out what's happening.

  • The other day I downloaded the last beta, opened the main project im working on and the performance (either preview or debbuger mode) was a mess: Constant stutters and dropped frames.

    It have been so long I opened that project that I thought maybe I remembered wrong and it indeed ran like that. Thankfully, I switched back to beta r295 (the first one implementing templates and such, that my project uses) and the performance went back to normal.

    I know this feedback is vague without submitting my project, and betas are somewhat supposed to be unstable, but I also want to know if it was something that devs were aware of (that is, broadly, performance issues with last beta).

    Windows 10 x64 build 19044.1706

    32gb ram

    Gigabyte Aero 15 KD with RTX 3060 mobile

  • I can-t seem to be able to move particles on the Z plane. Though I can preview them and move it in the editor, in game they will always stay on Z 0.

    I guess it may be intended behavior but is that much of a chaos to make particles compatible with the new Z depth?

  • You'll want to use the advanced random plugin to either generate a permutation table, which allows for non repeating sets of numbers, weighted probability tables also from the advanced random plugin, or simply save and check to compare the previous prefab with the current one and reroll if they are the same.

    A more robust solution could use these methods together.

    Thanks for the reply oosyrag

    I didn't know advanced random was a native plugin. I'll check it right now and read its documentation to see if it covers my needs.

    Probably the terms you mentioned aren't that difficult to grasp but they are a little scary for a coding noob as me.

    Again, I'll try that and post the results or (more probably) the problems I'll encounter.

    Cheers

  • Hi, everybody.

    Im making an infinite runner and I would like to listen to ideas by the big brains here about what do you think would be the best approach for randomly choosing from a prefab pool of modules to build the level.

    I managed to use the new Templates+Hierarchy tools that Construct currently offers to call those prefabs no problem, BUT I don't know yet how to make a system ("""algorithm""") to tell Construct that I don't want two instances of "Module_Hazard" next to eachother. Much less so more than 3!

    I thought about making an array and writing there each module class as a string and trying to figure out a way for the engine to be able to "know" which module is next to eachother.

    Here's a capx I made reducing my game to the basics that I want you to help me with. The module generator is in here but no algorithm to control its wacky randomness.

    https://drive.google.com/file/d/1mF9_ndZ8UvONgpe7v0-vlP3nc_b0dEJk/view?usp=sharing

    For example, I would want to make it in a way that no two fire1 modules can be generated next to each other as you will find out in the Test

    Cheers

  • Ashley

    Hi there! Sorry if you already've seen my other post, but in case you missed it, I wanted to make prefabs/modules for a runner and it would be much organized to make the whole ground block face one big object (tilemap) instead of having a dozen on each module. It also may help performance πŸ€”?

    This is close of how one of the modules would look. Without tilemap hierarchy, each tile has to be a separate object. With tilemap hierarchy I could save on object count πŸ’ΈπŸ’ΈπŸ’Έ

    ANYWAY

    I could deal with it if the team thinks it's not worth the work for something that can be replaced with a lot of objects (in my case).

    Cheers

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  • We've asked Ashley about this just a few days ago:

    https://www.construct.net/en/forum/construct-3/how-do-i-8/create-hierarchy-tilemap-in-168930

    Thanks, dop. Believe me I've searched in google before posting, I dont know how I missed that post πŸ€”

    Anyway, It may be worth it to chime in with my two cents if ashley is already following that post

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okarowarrior

Member since 16 Jan, 2017

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