DozeMaster's Forum Posts

  • a solution would be to keep track of the time between clicks and enable clicking if its around dt time which is basically every 0.15 miliseconds, any click faster than .1 milliseconds shouldn't count, as cookie cliker games are very intesive when u will have a lot of autoclicks happening + the clicks u do.

    so variable lets call it trackclicktime

    everytick add to trackclicktime 0.01

    on tap if trackclicktime greater or equal dt set clicked to true. or add 1 to clicks.

    on tap set trackclicktime to 0

    that way you avoid cheats also.

    this solution won't make the clickcounter be working faster, but will be accurate(and close to frame dependency... for more accurate 60/fps calculation u compare the trackclicktime to (60*dt) ) and work everytime as each click must be at 0.1 -0.15 apart from each other.

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  • oh... yea ... u running a tracer in a huge loop for each object.... that is why... limit the object that loop to those that are actually needed and not everything in the map.

    if you preview in debug mode, go to watch tab and see each group code how much is consuming as % cpu usage

    ( and if they need to run all the time ... how much usage is consumed)... then modify and try to limit the triggers for each in part to get it lower or up to like 30% (for example items that are not in screen don't need to check the los/tracer, since they arent visible) total usage. cause 70-85% cpu usage is unplayable.. even if u have 34 fps... is not recommended.

  • 85% cpu usage is huge.. unless ur macbook has like 1GhZ cpu ... then is normal...

    is your game running a loop for creation or position check for all elements? why is it so high?

    if u can share a capx we can look at it, and maybe fix some of the issues or give some pointer out.

  • If I have a 5% download on my computer, then on a mobile it is 50% and that means you need to optimize it until I get a computer, I will have 1-2%?

    yea that would be somewhere around 30-50% usage on mobile(depends on mobile now) if u got a 5% on pc... so if u get a 4% 3% on pc is good. 7-10% on heavy games pc is ok also.

    however run the debug preview, and check the cpu usage estimation(estimation means it has a margin of error of 2% or so... but is a good hint on how ur game will perform on mobiles overall seeing the spikes when actions happens and such.), cause that is what matters, not the download size.

    you need to check the spikes when u play the game, if it spikes over 20% on pc when u play the game u need to optimize it, usually the draw cells spike first time on update if the action is repeatable then iddles back to a average lower point, for example jumping a character from my past tests id would go from idle 2% to 10 % then if i kept on jumping repeatedly would fall down to about 3-5% usage.

    u need to check the middle cpu usage mostly when u performing actions. spiking is normal as JS is meant to work like that... in a spiky pattern usage (Ashley did a blog post about this for C3).

    but u need to check what is the lowest and highest and then calculate a middle ground. and try keep everything optimized to hit that mark.

  • probably you overdone the effects used.

    it's usually high ram usage/high cpu usage /gpu that drains a lot of power. the faster the battery power is drained the hotter the device will be.

    take a look at the optimizing for mobile tutorials available online for construct, as an idea, reduce the calls of the effects and their size.... the mobile device doesn't have the same memory power as your computer so whatever your cpu/ram/gpu usage says on pc is going to be n*10 for mobile devices ( debug showing 5% cpu usage on pc? than u have a 10-50% usage on mobile.)

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  • slim chances ul recover your cash in 1 week if you didn't already in a year of the license duration. just renew the license.

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  • trigger once while true (this will trigger once for the instance of the object, if there are more it will trigger for each and every one of them), or global variable, set can play to 0 and if played set it to 1 if user goes in screen and canplay=0 set 1 play song, if is =1 doesn't play.

  • More likely you can add it here today. https://gcemetery.co/

    Those are some impressive tombstones! :O

  • IphoneX like devices they use a 19.5:9 cause of the long screen, and basically most of the iphones are using a odd number as ratio, but if you doing android 16:9 should fit perfectly to all devices..... try to make your game targeting the screen aspect ratio and not the devices screen size.

    on my testings i also see a blackbar when i load the app, but if i send it back to background and come back to it, the screen adjusts fine, i think might be a device issue or something changed in the code for Construct scale method.