damjancd's Forum Posts

  • jayderyu It's a visual novel, you drag it up and down, and it's set up on half the screen on an iPad. I couldn't find an alternative. I used for an example, rexrainbows cool behaviour where you can scroll the text to a percentage and line, but it too started to lag when I used bigger texts or bigger texbox sizes (spritefont and text object both lagged in this instance)

    I need about 3500 words per textbox or spritefont object, that's the maximum it would get.

    For the text object, it doesn't lag if I have massive text, but unfortunately on ipad and mac, it doesn't allow me to have a higher object than about 4500 height. It just shows a black text. I was told that this isn't a problem, so I tried to find a workaround since then.

  • Here is the bug report I wrote

    And directly here is a sample download/file.php?id=4012 (i didn't make it but it's correct)

    I'm using an ipad Mini via CocoonJS and Ejecta.

  • AnD4D Well it's a textual game with very long texts, so I can't use sprites of texts It has to be some kind of a fixable thing, if it runs fine on mobile browsers. GiveYourFontsMono works perfectly for my needs, except that spritefont does this awful lag on mobile.

  • jayderyu I'd love to use spritefonts, but bigger texts using spritefont have terrible performance on Ejecta and CocoonJS unfortunately.

  • I would immediately buy another copy of Construct 2 if that helps

    Sisyphus ,that sounds very promising if it works well on mobile if it's in a browser. There might be a workaround or fix of this lag then

  • Yeah, it would've solved so much for my project. I can't seem to find how to play audio though on ejecta. Everything else runs like butter

    BTW here is the bug report:

  • Problem Description

    Making a 300+ word Spritefont object in C2, (that of course loads once, not every tick or second), makes my ipad mini in CocoonJS die a slow low FPS death. The same happens with my Ejecta export tests.

    PC and Mac Browsers seem perfectly fine, and webkit too.

    on a 1000+ word spritefont, it literally goes to 2 FPS.

    I've tried every combination possible and known to man and women equally. Nothing works. I speculate (probably badly) that C2 on mobile loads ALL the sprites, and not just the ones that are on screen.. or prerenders them as separate objects.

    Attach a Capx

    Description of Capx

    It's just a capx of a big spritefont, make it a big bigger, and you'd see massive FPS drop.

    Steps to Reproduce Bug

    • Export as CocoonJS or Ejecta
    • Play on mobile
    • Can't play because FPS is terrible

    Observed Result

    Low framerate, terrible, horrific one indeed.

    Expected Result

    Optimised as browsers

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (NO)
    • Internet Explorer: (NO)
    • CocoonJS Yes
    • Ejecta Yes

    Operating System and Service Pack

    Win7 latest update

    Construct 2 Version ID

    Newest one

  • Unfortunately Ejecta is running awful on spritefont too. In a similar if not same fashion.

    I can't try Intel XKD since my computer is not strong enough.. uoooh...

    The installer says that.

    I'm going to report this as a bug I guess

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • If that's the case, then GREAT Will report with findings.

  • Colludium , Yup it displays it smaller, and it also has some glitches for text that is higher or wider than 2048 or 3000 px. It just shows black.

    But spritefont has it's issues on CocoonJS also. 200+ words in the spritefont cause great lagging See thread here

  • Sisyphus , What device are you using on CocoonJS? Thanks for the example btw

    I'm going to attempt using Ejecta or Intel XKD since they have no Intro Logo like Ludei, and maybe they have their shit fixed with spritefonts, but I'm afraid I might be a bit dumb for the whole procedure. Is it complicated?

    I've already published one game on appstore via CocoonJS, and that took a moderate amount of time to handle

  • Kyatric Nope, definitely not

    It's just a single spritefont box with text on it, no code whatsoever. Try it out if you have an ipad. If not, I can provide video evidence and fingerprints of perpetrators (that last part made no sense, still a serious issue though )

    Thanks for the help anyway

  • Ludei have never replied to anything I've written... I don't think they will on such a seemingly marginal problem. Damn it. I was rather hoping that it's a problem on my device only.

    Although I bet that spritefont can be maybe tweaked for CocoonJS to delete what is no on screen, so it doesn't drain resources.

    Spritefont would've worked so perfectly for me project... damn.

  • Sisyphus Could you trace your steps so I know what you've tried?

    I tried changing almost every function separately, to see if magically it works. That didn't help.

    I tried disabling webgl, NO.

    I tried lowering text quantity (FPS increased, but just by a little. still 200+ words lag awfully)

  • It's really just a new project, with a spritefont, and random text added to it, that is 900 px wide, and 3000 px high.. nothing else. If you still want, sure I can make it again and upload it.