Ashley's Forum Posts

  • They're internal details. You don't need to worry about it.

  • What are you doing that causes those to be logged so much? It should only happen when doing things like minimizing the browser or switching tab, which I'd have thought are rare actions to take during testing.

  • Well, that basically confirms it's a GPU driver bug. It means it will now be using software rendering and not using the GPU at all. It'll be slower, but at least it will look right.

  • You say the webview is out of date, but then you ask:

    Add a link at the start of the game when it’s not working to redirect to the android update page?

    The message shown when the webview is out of date already does show a link for the user to install the right update. So are you sure you are seeing this message? Are you sure it's to do with the webview version and not something else?

    FYI the update should be there if the device has auto-updated from the Google Play store any time in the past ~3 years. It's hard to imagine why this would not have been the case. If the devices are failing to update due to running out of storage, then there won't be room to bundle a browser engine with it either, so that seems like a non-starter - but it's not clear that's the reason the devices are out of date. If they really are using very old versions of the Android WebView, I'm keen to find out the reasons behind this, and would be grateful if you could shed some light on that.

    We have asked Google to add a minimum required WebView version for Android apps, but so far there doesn't appear to have been any progress on that. More customers asking in that issue might help.

  • A quick Google shows the device was released around 2008, so it's around 12 years old. That's pretty old, and unfortunately probably means no further software updates are available for it. The screenshots look like a graphics driver bug, so it may be that there is no solution other than to switch to a newer device. There is a chance you can get a newer driver directly from Intel that's not available on Windows Update though, so it's worth looking.

  • If I do so, ram usage at the start of the game (in export file) will be about 10 gbs! Out problem mainly is ram usage at the start.

    This is a sign of extremely inefficient game design. See the (old but still relevant) blog post Remember not to waste your memory.

    FWIW Construct 3 does provide more control over memory management. Also the small lag is because it's having to load images for the object on-the-spot. Construct 3 also does that asynchronously (in parallel with the game) which fixes the lag (although instead the object is momentarily invisible while its images load). The new C3 runtime is also much faster.

  • All Android 5+ devices are supported. We are not talking about any dropping of support at all here.

    If your device is 7 years old, I would guess there are only something like 1-2% of devices out there in active use that are that old. So if a 7 year old device doesn't run a game very well, I don't think it's a big problem. The game still runs though so it's supported.

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  • You can control the STUN/TURN settings. The tutorial covers that.

  • i did the test on s3 mini and the difference is huge

    A quick look-up shows that the S3 Mini is over 7 years old. That's absolutely ancient for phones, and I'm sure the vast majority of devices in active use are much newer. For example Apple now show separate iOS usage stats for devices released in the past 4 years, which I think covers most active usage.

  • I'd point out that in the past, people have blamed all their 1-star reviews on the Android WebView update problem, when there didn't seem to be any good evidence that the problem caused most or even some of the reviews. There are other reasons that apps can fail to run, notably graphics driver bugs which have been a big source of problems for years due to poor quality software by the vendors, and these also affect C2 runtime games. So unfortunately compatibility problems like this are more or less a fact of life for Android publishing. If you're really worried about it, setting higher minimum requirements should help with both C2 and C3 runtime games. It's not specific to the C3 runtime nor is it solely because of the WebView version, which is another reason we can't justify making decisions on this basis.

  • We switched from UIWebView to the modern WKWebView years ago. I think it's just a false positive due to some old references left behind to UIWebView in Cordova's code. They should have fully removed it soon.

  • The number of mistakes has increased to 173. Latest log: https://www.dropbox.com/s/9os5b29ip2vszfg/uk-UA-2020-02-24.txt?dl=0

    It still looks like there's inappropriate use of machine translation.

    All these mistakes will need to be fixed before we can proceed to the next stage of review.

  • Just use whatever you put in the ID project property.

    It makes sense to default to this value, so I changed it for the next release to use that value automatically if you leave the app ID empty.

  • I've no idea. The fullscreen mode should have no effect on this at all.

  • See the multiplayer tutorial series which covers connectivity.