Chadori's Forum Posts

  • Wow, this is superb! ✨👍

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  • Hi Ashley.

    I hope I'm not disturbing. I would like to request for an IStorage addon interface for the Addon SDK. I planned to call localforage directly but I recall it's unadvised to use undocumented features. Hence, here I am.

    Why?

    I plan to create an addon to automate active-time session monitoring. Specifically both for offline & online games. Where for offline I need to automatically keep track of the last active session time, both online or offline.

    The case for offline, I need it to be automatically recorded, with a timer to the localForage.

    What do you need?

    I was hoping for the basic things like get, set, remove, clear.

    But if you could consider giving us an option to create our own Instance Key instead of the regular c3-localstorage-id-description, then it would be really great, so we can make it feel like everything is really automated when it's hidden from obstruction, it really helps in development and organization.

    How about Scripting?

    I've thought about that, although there are things that you just need as addons, like this addon.

    The best workflow I've came up is:

    1. Addons: World objects & complicated stuffs that need a simplification wrapper.
    2. Events: Editor core-features that are easier to use for tasks with events.
    3. Scripting: Complex stuffs that are easier and better in performance with JS.

    That's why I'd need an addon for this one.

    You should post this to the features/suggestion tracker.

    I've tried before. Although, the features/suggestion tracker has been acting weird when I posted a suggestion before, it doesn't show up but I did receive a confirmation email.

    The post I've made was labeled C3-I-1049.

    That's all, hoping for your kind consideration. Thank you.

  • It's only for c3runtime since it was released when c3runtime was by default.

  • Announcement!

    Hi everyone!

    I just like to announce that I will stop creating new addons for the Construct 2 Editor & c2runtime.

    I've always supported it knowing that I'm still going to use it but it feels like I'm leaving that editor for good now, due to limitations I've came across.

    So, the following addons for 7.0:

    1. Web Google Plus
    2. Clock
    3. GFX : v2

    Will be Construct 3 Editor & c3runtime exclusive.

    Also, the release of 7.0 might have a bit delay because of work I have to get done first, which is more prioritized. I hope you understand.

    That's all for now. Have a nice day!

  • Release 6.1 :: Major Patch Release

    The Major Patch update is now live.

    It's a very big update with lots of bug fixes and polishing. I recommend you all to update. Thank you.

    The Mobile Master Monetization has also been updated!

    Construct Master Collection : References

    That's all for now. Have a happy game development!

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  • LukeW

    Is that still an issue with the c3 runtime? And if so, would you suggest leaving it on all the time?

    It's the case for all Cordova apps, regardless of what runtime you use. Cordova builds hybrid apps, which Construct 3 uses to wrap HTML5 games for mobile.

    I suggest leaving it on during gameplay. But when on the menu, for example, you can turn it off. The plugin lets you choose when to lock or unlock.

    The ones throttling the performance are the device manufacturers, they filter out which to run their device's performance to its full extent and which to run idle mode, to save battery life.

    I tested this myself on a few devices. And I got a huge performance boost during locking.

    Not only that, if you wait for your application to reach a time that it goes idle mode when you don't use the plugin, it will have a huge FPS drop. Which is terrible for games especially realtime multiplayer.

    Though, this a device-specific case, not all devices have this. But I assume most devices that promotes battery life have this trick, which device manufacturers call smart battery, which is a feature, they're not wrong. But, it throttles the performance of Cordova games.

    Assuming for example 50% of devices have this 'smart battery' feature, you'd have 50% players not running your game on the full extent of their phone's hardware.

    As much as possible, it's recommended to run your games to the full extent of a device's performance.

    I had the slight concern that it would get rejected from the App Store if the screen was forced on. Sounds like that won't be the case.

    Nope, it won't. And it helps that you can just turn it on when you need it, for example during in-game.

  • Ohh that. Yeah, that plugin has been on the collection for a while now. The bonus side when you force it to awake is that, it forces the device to use its full performance.

    The performance part was the one I was truly after. This is because, as I've noticed, Cordova apps are sometimes performance throttled by device manufacturers to save up battery life because they assume Cordova apps are just office apps and didn't expect them to be games. Hence, this plugin forces them to use near full performance since the screen is on full. This is similar to Full Performance on a PC.

  • Tom I hope you've deleted the test game I've left there. I was about to delete it, but then it's already closed, haha.

  • macube

    The GFX-Plugin sounds very interessting for me. Thx

    Glad you like it.

  • Announcement

    Hi, everyone. It's been a while. I would like to announce that there will be 2 consecutive releases that will be held this month, it comes with tons of collection improvement, bug fixes and especially new features.

    Release 6.0.0.1 - Patch Update

    This will be released this August 07, 2019. This is a patch to the recent release 6.0.0.0 with fixes to the issues. And especially, major improvements to the collection itself.

    The progress can be seen here:

    github.com/Chadori/Construct-Master-Collection/milestone/16

    Stable Release 7.0.0.0 - Major Upgrade

    There will be new features coming this August 14, 2019, especially since the documentation website will release that day, so beginners can also use the collection without any hesitation.

    Also, we have a few new addons that will be added into the collection this 7.0.0.0 release.

    1. GFX Plugin v2 : The successor of the GFX plugin, this optimizes Construct made games and allows the implementation of performance settings into the games.
    2. Clock : The addon that implements time-management features, either local or time standards. Implements online/offline based last active session. Best used with the PlayFab Master Collection.
    3. Web GooglePlus : The addon enables GooglePlus authentication for the web platform. This is also usable for PlayFab Authentication via GooglePlus.

    The progress can be seen here:

    github.com/Chadori/Construct-Master-Collection/milestone/17

    That's all for now, happy game development!

  • If you can provide these details, I might be able to guess.

    1. Phone Specs / Android Version
    2. Game Screenshot

    Though, since you are at the point where you are asking if your events are performant. I don't think it's an event performance issue. So, I think it's just, you are using a phone that's either

    1. GPU-Blacklisted
    2. or, too old.

    I wouldn't worry about it.

    This is a good read about that: construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768

  • The Cordova CLI isn't a build service though. It's the actual manual build.

  • PhoneGap is the original build service. So, that's still the best one, Cocoon was the alternative.

  • Tom just noticed when I've clicked a game, there are no breadcrumbs or a way to go back without pressing the back button. Is that by design?

    I tried on mobile too, I know it's new so it might have not been done yet but it looks like it's already working alright on Android. Though, iOS has flickering problems and fullscreen button not working.

    Lastly, about the game iFrame on mobile. It made me login inside the game iFrame, even though I'm already logged in on the actual website.

    There were then 2 headers, one for the website and the second one was in the game iFrame.

    Although, it resolved itself when I also logged in the game iFrame and refreshed, just wanted to let you know just in case.