720media's Forum Posts

  • 9 posts
  • > > Don't do this. You're using undocumented internals which are not supported and could permanently break at any time.

    > >

    > > You shouldn't need to manually suspend or resume the engine anyway. Construct handles that for you. If you want to do something like pause the game, set the time scale to 0 instead.

    >

    > The problem with set time scale to 0, its sounds won't stop and it's continue playing while all game are freezing

    As far as I remember, audio files imported as music will keep playing while imported as sounds will not. If I'm correct, you can just categorize your sounds based on this rule. (sadly Music streams if it's a web game)

    Alternatively you can set timescales for objects rather than the whole game (can use families of objects to be easier).

    I've tried many times and with the help of skymen and we couldn't figure out a consistent way of manually setting C3 to suspend and unsuspend.

    Thanks. I checked music and sound folder, it's same. Music don't stop when i change time scale to 0.

    Main problem when we using webkit on iOS, and you open new window or swiping between pages with pressed finger, your touch is freezing and you can't do anything with this.

    We want to manual suspend game before new window will open, and after reactivate game, when we return to game

    Video preview how you can reproduce this bug on iOS

    https://drive.google.com/file/d/1h1UORfQVlX4I0e65F2pjzKuF2KnNUAzy/view?usp=sharing

  • Don't do this. You're using undocumented internals which are not supported and could permanently break at any time.

    You shouldn't need to manually suspend or resume the engine anyway. Construct handles that for you. If you want to do something like pause the game, set the time scale to 0 instead.

    The problem with set time scale to 0, its sounds won't stop and it's continue playing while all game are freezing

  • Hello, i founded in forum how i can call SetSuspended function in game.

    c3_runtimeInterface._GetLocalRuntime().SetSuspended(true);
    

    But when i using minify mode as Advanced, _GetLocalRuntime function is renamed.

    I can use my own Function to call anything inside game, without renaming function after minify, but how i can call SetSuspended(true) and SetSuspended(false) inside Cosntruct workflow so i can create my own function?

  • BTW, i find flag in Safari settings, which enable 120 FPS on Safari. It's called "Prefer Page Rendering Updates near 60fps"

    And now, Construct 3 games looks perfectly smooth on Pro Motion Display.

    The bad things it's you must disable this flag by your self. So anyone who dosen't disable flag, will have 60FPS picture.

    Maybe anyone know, is there any ability to disable this flag in WKWebView?

  • This is a deliberate restriction by Apple. Construct will happily run at more than 60 FPS if the browser/system allows it, but Apple have limited the framerate in Safari to 60 FPS. Apple ban other browser engines on iOS, so all other browsers on iOS are just wrappers around the Safari browser engine, so none of them can escape the restriction either. That's Apple for you!

    Thank you! It's so said, because we have great games with nice and smooth animations, but 60fps looks little bit laggy :(

    Will waiting for updates in Safari...

  • Hello, i'm trying to run game on iPhone and iPad with ProMotion Display (120hz), and on devices i have only 60 fps in games.

    When i'm trying to run game on Android device with 90hz display, i have 90FPS

    I'm thinking maybe it's Safari with limitations, but on iPad in Chrome, i have same 60FPS. When i'm build app with Cordova, i still have 60FPS.

    Interesting thing, that on Mac with Safari i have same 60FPS, even if i disable flag "Prefer page rendeting updates near 60fps". But in Chrome i have 120FPS.

    Any ideas is it possible to disable limitation with 60 FPS on iOS devices?

    Thank you!

    Tagged:

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  • When you have both the legacy Function object and the newer function blocks in the same project, it's not clear which kind of function should be invoked by c3_callFunction (note c2_callFunction is just another name for the same function). IIRC, the legacy Function object "wins" and gets invoked, for backwards compatibility purposes. As there's no way for that function to specify which type of function to invoke, it's not possible to specify that it should invoke a function block instead.

    The legacy Function object is deprecated and will no longer be supported, so your best option is to remove it and replace it with built-in functions.

    Ok, thank you!

  • Hello.

    I have project from assets store and this project using deprecated object Function

    When i trying to call new type of function from JS, Construct always return 0

    c3_callFunction()/c2_callFunction()

    If i delete this old object from project, then everything is working fine

    But if i create function with deprecated object.

    I can call this function with c3_callFunction(), and it run perfectly

    Can you fix this? And we will posibility use new type of function from JS

    Thank you

  • Hello, i'm exported game for HTML5 upload on server, and trying to open game on Redmi 5 Plus. Game is started but it's very low FPS. appwill.top/games/hero

    When i open game in Remote preview same project, and open it on Redmi 5 Plus everything is fine and FPS is normal. preview.construct.net

    How i can fix this ?

    Thank you

  • 9 posts