lennaert's Recent Forum Activity

  • Not including conditions that involve loops, since those VERY OBVIOUSLY lag games made in this engine...

    I'm wanting to ask if you can have so many conditions on a single event that it can cause it to start lagging a bit.

    If no, then good to hear. If yes... was wondering if someone can point me in the right direction on how to make more optimized events.

    As far as I know the overhead is the same as with regular Javascript. The exporter does a fabulous job at that.

    A small caveat: using the layout debugger causes more overhead.

    Concerning loops:

    Loops actually run pretty frigging amazing with cs3.

    It's all in the application.

    If you have tons of objects and loop through it to change one or two instances, you should have gone with picking.

    Or with loops, not needing to run every tick, gain huge performance increase when running it only like once every second, or every 10th of a second.

    There are manny ways to optimize or use a different approach that perhaps only uses a fraction of performance from how you tried to achieve it previously.

  • I believe photon is socket based, right? Node js stuff, that has a theoretical limit of 65k something connections.

    But ... open a couple thousand secured connections to any socket at once, be it server, or worse, a client, it'll choke.

    Webrtc has a limit imposed by the chrome engine, of 256 connections.

    But, you can open more then 1 webrtc port, also giving like 60k or so possible connections ...

    But here too, just open 100 or so webrtc ports at once, and stuff will likely freeze.

  • I believe it was 256, It was a hard limit in webrtc some years ago.

    I used the cs2 multiplayer object, with a dedicated host project on its own server, and a dedicated client app.

    The tests at the time was conducted with close to 100 players, each inputting/transmitting a certain angle and distance from a moving object.

    Worked pretty decent!

  • Yikes, let's hope that gets sorted 😬

  • Had similar occurences a couple times. A new export, upload, and cache refresh (ctrl+F5) solved it.

    It's a health function.

    And you have the option to disable it.

    Many overly active, or hyper focused developers do actually benefit from it, regardless whether or not they enjoy the popup.

    The only thing I wouldn't mind seeing is that it tracks time when your actually using it. On several occasions, I had my screen open, not using the computer, doing stuff in house, come back to the computer, and get the popup. That's a bit weird giving it a rather useless experience.

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  • is this the hill you want to die on because you submitted a game and want it to be true

    Say what?

    Stop pretending you understand things ....

  • Seriously...

    A 10 year old account ...

    And a 7 year old account ...

    Suddenly go about scamming folks ....

    Yep ... sounds totally logical :/

    Any proof ?

  • Also having to submit the project file is pretty sketchy.

    2. We only want the source files of the winner who A) gets paid $1000 and B) will share in any ad revenue.

    I read that as, they only want the source file of the winner. Not everyone who participated.

  • In all honesty, in my opinion, you're overreacting here ...

    Going from some bad experiences you had as a kid, to calling people scammers and thieves, because you think you see red flags, is over the top.

    Also, you realize, construct is a tool enabling a single person to do all the work for a game? Audio, video, mechanics, animations....

    We literally have 1000's of developers doing just that.

    And another thing ... who determines when a prize is sufficient enough for the time and energy put in?

    The prizes are known up front, you can determine yourself how much time and effort you put in.

    I see you don't want to debate this further, but it's a can of worms you opened yourself.

    I think folks like you is why we have participation trophies.

  • Perhaps

    Add a sprite, a square or rectangle, being the position where player 1 and 2 both need to be on at the same time.

    Then adding player 1 is overlapping rectangle & player 2 is overlapping rectangle condition to the touch event.

    You can make the rectangle invisible.

  • Looks like the taps will only work when players 1 or player 2 is on the exact x location stated in the conditions.

    You can test it by disabling the condition checks below the tap gesture.

    If that's not working, make sure you have the layer on which the anchor objects reside set to interactive.

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lennaert

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