eddeland's Forum Posts

  • 13 posts
  • Does remote preview work on whatever you are previewing with? Which CPU GPU is being utilized, the one where you are running the editor from or where you are opening the previewer?

    I'm trying to imagine what the performance limits are on mobile and since I can't export to iOS right now on C3, remote preview could be a temporary workaround.

    Remote preview utilizes the CPU/GPU on the device running the preview, not the device running the editor, so this is a way to try the performance of a C3 game on mobile.

    What I was asking OP about was if he has exported his game to HTML (which is available in the free version of C3 as well) and then uploaded his game to a web server. This way you can run a game on the browser on a mobile device as well, though you need access to a web server which not everyone does.

  • Have you tried putting the game on a web server and then running it on your phones web browser? I've also had performance problems with the Cordova export but my game runs fine when running it through Chrome on my phone (Samsung Galaxy S5 Neo), check my thread here:

  • Am I missing other markets?

    You can export your game as a "normal" Windows program (an .exe) and sell it on Steam, that's a big market you didn't list.

  • Yes considering that we have to pay to become able to make iOS/Android builds it makes it frustrating to face basic problems like this.

    Hey regarding the launch issue with iPad2 are you minifying? try making a build without minifying..

    Nope, not minifying.

    They have not done a "full scale launch" yet, I'm confident all bugs will be squashed pretty soon.

  • I've managed to get my Construct 3 game compiled to my iPad but when I try to start it I can't get past the Construct loading screen, it's stuck at around 90-95 %. Has anyone else experienced this? FYI I'm trying to run the game on an iPad Air 2.

  • Unfortunately the stutterings is not gone for me on my Samsung Galaxy S5 Neo, even with the new Cordova exporter. I decided to update my performance measuring for my Tappy Plane app, what I'm doing now is counting the length of every delta time and then showing how many ticks took place in certain delta time intervals. After playing for about 1.5 minutes each on the Cordova exported app and the web exporter running on my server, these are the values I got for the delta time values. Note that it feels smooth when running in Chrome but "mostly smooth with frequent stuttering" using the cordova app.

    Samsung Galaxy S5 Neo

    Cordova

    • 0 - 20 ms: 90 %
    • 20 - 40 ms: 8.5 %
    • 40 - 60 ms: 1.2 %
    • 60+ ms: 0.3 %

    Chrome

    • 0 - 20 ms: 99.5 %
    • 20 - 40 ms: 0.4 %
    • 40 - 60 ms: 0 %
    • 60+ ms: 0.1 %

    I thought that maybe it's just my device that is not powerful enough, so I tried both versions on my wife's Galaxy S4. These are the values on her phone, both the web export and cordova app felt smoothw when playing.

    Samsung Galaxy S4

    Cordova

    • 0 - 20 ms: 98.2 %
    • 20 - 40 ms: 1.6 %
    • 40 - 60 ms: 0.1 %
    • 60+ ms: 0.1 %

    Chrome

    • 0 - 20 ms: 99.5 %
    • 20 - 40 ms: 0.3 %
    • 40 - 60 ms: 0.1 %
    • 60+ ms: 0.1 %

    Note that even though Cordova performance was smooth on her S4 it still performed a little worse than the version running in Chrome even though I couldn't have told them apart without the measurements. Are the stutters gone for everyone else since the Cordova exporter got split into two?

  • Only an idea may be is nonsense, have you tried to update webview in Google Play?

    Absolutely not nonsense but i checked that already last update to my WebView was april 20 this year.

  • What does it say if you visit chrome://gpu on the device? Usually driver blacklisting is the cause of any performance problems.

    In regards to what DarkSide posted, I get the following when going to chrome://gpu on my android device

    WebGL: Hardware accelerated

    WebGL2: Hardware accelerated

    Note that the game runs without a lot of stuttering when running in the chrome browser on my android device, the cordova exported app is the version that is experiencing more stuttering.

    I uploaded all of the information from chrome://gpu here: docs.google.com/document/d/1-HH ... sp=sharing

  • Update: Since I experience frequent stuttering even though I have a high fps I decided to measure the highest values of the variable dt each second. When I run my game with the "Remote preview" feature on my phone with the chrome browser, after a short while in the beginning of each scene I get a smooth experience with 17 ms of maximum dt most of the time, a few seconds have a maximum dt of 33/34 ms.

    However, when I run my game as an exported Cordova app I frequently get maximum dt values of 34 ms, 51 ms and even 68 ms some times. Any idea why some of the dt values would be larger when running as a Cordova app? I have a Samsung Galaxy 5 Neo.

    You can try the app version that counts the maximum dt values here: drive.google.com/open ... FVKSXphNVE

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  • At the first line of the Transition function, there is no Transition object selected yet which means that "Transition destroy" will destroy ALL Transition objects, and by doing so it will clean up leftover transition objects from previous transitions. After all "old" leftover transition objects are destroyed, a new one is created and the new transition object's size is changed.

  • Update: Since I experience frequent stuttering even though I have a high fps I decided to measure the highest values of the variable dt each second. When I run my game with the "Remote preview" feature on my phone with the chrome browser, after a short while in the beginning of each scene I get a smooth experience with 17 ms of maximum dt most of the time, a few seconds have a maximum dt of 33/34 ms.

    However, when I run my game as an exported Cordova app I frequently get maximum dt values of 34 ms, 51 ms and even 68 ms some times. Any idea why some of the dt values would be larger when running as a Cordova app? I have a Samsung Galaxy 5 Neo.

    You can try the app version that counts the maximum dt values here: drive.google.com/open ... FVKSXphNVE

    Old post

    To get a feel for Construct 3 I've made a simple Flappy Bird clone with the Tappy Plane assets from Kenney. When running the game on my android phone with the Chrome browser it works fine but when running as an app made with the built in Cordova building service the app is stuttering even though the reported FPS is high. Has anyone else experienced this before? Feel free to try my game using your android phone to see if you get stuttering when using the cordova built app.

    Tappy plane on a webserver: eddeland.com/tappyplane

    Tappy plane .apk for android: drive.google.com/file/d/0B4VUO9 ... sp=sharing

  • I would like to thank everyone for your tips and ideas, they are all very welcome.

    This 'I am experienced in programming' can be a real burden. C2 is not that 'pretty intuitive' as you might think after a short glance at it. I would like to advise you to invent a little project and 'script' it in C2. That is a complete other world than following 1 tutorial. You still have months, now.

    Thank you for the tip, of course I plan to create something bigger as well as following a few other tutorials to get the feel for what can be done with Construct. What I meant was that I wont have any trouble understanding the algorithms needed to create a game as well as understanding selection, iteration, object composition etc.

    Back then a single Space Invaders level would be the ideal "Hello world" for a game engine but these days I'm guessing kids would gravitate more towards an Endless Runner types, Flappy Bird or even Stick Ninja.

    I was thinking of something like that, maybe some kind of endless runner or a doodle jump clone ("endless jumper").

    My basic idea so far is to create a few games together during the first few days, I show them how to do stuff and teach them how Construct works. I would like for them to be able to work on some kind of idea of their own during the last day or so, maybe with the help of the included templates. I will probably have a total of (at least) 600 minutes of class time with Construct so hopefully I can show them more than 1 game before moving on to everyone trying to create their own. Please continue suggesting games/tutorials for me to use!

    Time allotment

    1 day visit to local science center

    0.5 days spent creating art, hopefully using Wacom tablets.

    3.5 days teaching and using Construct

  • Hi!

    I'm a high school mathematics, physics and programming teacher that had an idea of hosting a one-week course in game creation with Construct 2/Construct 3 during the last week of the summer holidays this year. The school administration has accepted my proposal and it's now up to me to create the content for this course. The intended audience are kids aged 14-15 years old as a fun summer activity the last week before school starts again.

    I'm looking for advice on what to include in such a week as well as stories/experiences from anyone else who has hosted a similar project. The project will run for 1 week but the construct part of it will probably take up something like 3.5 days, since I want to introduce them to creating art for a game and also we will be visiting a nearby science center. I am experienced in programming but new to Construct 2, however I can follow how the sample projects work pretty easily and I don't think I'll have any trouble learning Construct since it feels pretty intuitive.

  • 13 posts