1mrpaul1's Forum Posts

  • very nice, controls for mechanics need a bit more work it's not as fast as i was expecting it to be. but a nice game so far.

    thank you. yes, controls got to be enchansed

  • jamban

    I hope you can share how to make it

    yes, I will try to make some tutorials in the future.

    If shortly, most hard question,is how to make 3D model. As long as we need only textured objects.

    Also, the number of the polygons got to be very low

    Another issue, it is collisions.

    You got to handle zelevation for all collided objects.

  • There is 1 animated object on the screen and it alone increases the CPU consumption to 5% (while the animation is running). There is no problem so far, the real problem starts when I add objects that have no animations to a place where the camera can see them. How Does? I add 5 more objects next to this object, and these objects do not have any animation, the animations of the object I mentioned at first are working and now the CPU consumption has increased to 30%. Whereas, the only object rendered animation is the one that works because the camera doesn't move, but it looks like it's rendering other objects as well.

    if you are making any manipulations with 3dobject, in the construct, rotating, moving, changing size, it is also affecting on the processor a lot

    depending on how many polygons in your object.

    if 5K or more, simple rotating of this object when it is on screen, will drop performance a lot

  • ** note... resizing the images to such a drastic difference might result in quality loss, unless the original files are vector images. but not sure how spine does the rescale export.

    of cause, I'm making a lot of work with images

    but I can't make pixel art graphics.

    and compression, as in the png, doesn't work when you compile the game as playable. otherwise, the size of the images seems increasing because of the base 64 format.

    this is why I'm asking ability to use graphics from asset folders, how facebook asking

  • GeorgeZaharia

    i have a technical task what i got to do and what images to use.

    from a big company that doing playable and other ads a lot. and have a vision how it got to look.

    i needed to use spine, but to save size I redone all animations in the construct's timeline, that isn't easy if you are doing skeletal animation of the human body, hard to recreate, add new characters with this animation. it also makes code bigger.

    what I can exclude - box2physics, which took about 500-600 kb.

    all other plugins took 10-20 kb

    But again, as I said, code can be minifying.

    what we need, the same playable export as now, but separated folders for sound and for images. It can help to keep the main, HTML file inside 2mb.

    it is a weird requirement from facebook, 2mb HTML file, but they are monopolists and don't care about users too much, really nothing to do with it

    google requires html5 file with the 1mb size by the way...

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  • 1mrpaul1 - you'll have to contact Facebook about issues with their service, their restrictions, or their test tool. It's all under their control, and there's nothing we can do about it. As far as I'm aware, Construct complies with the restrictions stated.

    facebook can live without us very well, we need them, so, if you can't help, they will also not. and I know that many C3 users told Facebook about the issue a long time ago, but nothing changed

    it is very sad. hard to find a job for C3 developers, we are needed only for making playable ads, but without Facebook, can't even do this job.

    while C3 can be a powerful tool for making payables, especially with 3D

  • A new empty project exported to HTML5 with advanced minification is just 210kb zipped. Even uncompressed it's about 500kb. Anything above that is the content of your project, which is up to you, not Construct.

    The technical restrictions on single-file Facebook Playable Ads are strange and contradictory. They set a maximum file size, and then also impose rules that cause the file size to increase, such as having to encode binary resources as text in base64. Even so, a new empty project exported as a playable ad with advanced minification is 166kb compressed, or again 500kb uncompressed.

    Facebook have been impossible to get hold of for any questions I had or for any technical support with quirks with their tooling. Do they count the compressed size? If not why not, since they seem concerned about the file size? Compressing it would be an obvious thing to do. IIRC, there was an option to use a zip of a HTML5 export; try using that if you can. Otherwise I'm afraid you will just have to work within the confines of their (partially documented and contradictory) limits. As far as I can see the engine overhead is reasonably low given how many features it has - and is certainly less than the 1.4mb you stated - so you'll just have to be careful with every single thing you add to the project.

    yeah, 2mb for html got to be without compression

    it is just impossible to make something normal in the 2mb, base 64, which, as you said makes images even bigger

    have all code in one HTML file and put all images and sounds into separated asset folders, when exporting facebook playable, will be a possible solution

    As long as you said, base 64 makes the size of the images bigger. and images can't be minified

    So, minified code and compressed png images will keep the size of the game inside 5 mb

    Your current playable ads working without errors (it is still not working in the facebook console, but maybe will work in the real advert. company)

    But when I'm trying to export the game as usual html5, with asset folders and upload it as zip, I'm getting these errors

    Where again this blocked "blob: data"

    JS::call("DevsiteEventLoggerUtils", "register", ...) did not fire because it has missing dependencies.

    DevsiteEventLoggerUtils is ready

    __call__DevsiteEventLoggerUtils.register__46 is waiting for __elem_072b8e64_0_3_bx

    __elem_072b8e64_0_3_bx is not defined

    Subsequent non-fatal errors won't be logged; see fburl.com/debugjs.

    errorListener NedATFsdorL.js?_nc_x=SuOiPW6rEN4:58

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    inpage.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage inpage.js:1

    contentscript.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage contentscript.js:1

    contentscript.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage contentscript.js:1

    box2d.wasm.js:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/developer/tools/playable-preview/preview-asset/style.css:1 Failed to load resource: the server responded with a status of 404 ()

    supportcheck.js:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/main.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/main.js:1 Failed to load resource: net::ERR_FAILED

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/register-sw.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/register-sw.js:1 Failed to load resource: net::ERR_FAILED

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/offlineclient.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/offlineclient.js:1 Failed to load resource: net::ERR_FAILED

    box2d.wasm.js:1 Failed to load resource: the server responded with a status of 404 ()

    supportcheck.js:1 Failed to load resource: the server responded with a status of 404 ()

    style.css:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/:1 Access to internal resource at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/appmanifest.json' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

  • it converts rgb format images to cmyk format colors if the image isn't to complex like shadows etc will look

    cmyk colors scheme has more size

    anyway, the code itself costs more than 3 mb plus 500 kb sounds plus 500 kb images

    I hope you know that you got to see the uncompressed size of the html5 file of the playable ad? there is the problem, construct making big code files

    if to upload the game as zip file, we need different game structure

    And anyway, if to handle the limits, there is just blank screen. Facebook is blocking construct games probably

  • I tried an empty game, with just one simplest sprite, touch plugin, and facebook plugin, with almost no code, and it gives me 1.4 MB playable file.

    it is does not have errors about the size on the facebook, but there is still just a blank screen.

    and actually, it is just a blank game, it is useless itself. if to add a code to it, the size goes higher than 2mb. a

    Ashley please tell me, is it possible to use construct 3 for making playable ads for facebook?

    it is a very important question for me now, because I have a job offer where I will need to do this kind of ad, and if it is not possible, I will skip this offer

  • If im exporting my game as playable into 1 HTML file, it gives me 4mb file. that is not complete with the requirement of facebook that asking file less than 2mb

    But we are also can upload ads as zip files

    Probably I could upload the game as zip, but how to do it?

    Do we need to just export it as a usual HTML 5 game?

  • 3D object plugin is working fine, only one minus - performance.

    You can't use more than 2 animated 3D models on the screen. It will drop fps on mobile a lot

    But the current game works on 55-60 fps on a simple phone.

  • I do not know is it a bug or a feature, but it is very annoying behavior

    When pressing the spacebar to play the timeline, the screen is scrolling if to move the mouse.

    I know and like the feature when you can press the space bar and hold the left mouse button to scroll the screen

    but here, in the timeline without even pressing the mouse button, it is completely annoying, the screen is moving each time when you start or stop timeline preview and moving mouse

    I believe it is started in the last builds

  • My last game

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    made with 3D shapes and 3D object plugin kindeyegames.itch.io/c3-3dobject-alpha

  • Are you running an Intel chipset/cpu on your computer? I've researched Windows 11 well, and there seems to be poorer performance with AMD processors. Up to 15% performance drop in gaming.

    I'm on AMD but with Nvidia video card

    The bug with AMD was fixed a month ago.

  • have the same issue

    not sure when it will be fixed

    open ticket here

    github.com/Scirra/Construct-3-bugs/issues/5211