El Constructorr's Forum Posts

  • Just a quick survey, especially for those who have tried a few, like Admob, Chartboost, Adcolony, etc.

    Which one have you settled in for? and why?

    Tagged:

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  • Yes. Experiencing the same thing. Apparently, several users telling them the same thing on the r226 Release page's comment section is not enough. Despite the fact that Ashley and other Developer(s) do read those.

    They say you should file a Bug Report.

    It's like telling someone "hey, your pants zip is open.." and they respond by saying, "yeah ok whatever, Email me!"

    LOL.. like seriously, I don't have time to file a Bug report.. they made a blunder, it's not just a "bug". They should have immediately checked this out with just a few 'comments' there, because we'd have said exact same thing in the bug report anyway.

    Alright, my rants are over, sorry fred. Yes, myself and many others are facing the same issue. Just revert to r225 until it's resolved.

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  • Thanks Ashley.

    Thank you so much GeorgeZaharia That really was useful ! Especially Event sheet tips! I think that's the core problem in my case... I do have a huge list of actions for every event and the same for sub-events! I must reduce the repetitive ones and organise them.

    Thanks for sharing your experience... I'll keep the tips in mind. Especially publishing to newer Android versions, that's quite true.

    So hopefully, optimising everything will reduce the heat and usage drastically.

    Cheers!

  • I'd suggest having another boolean that says: "wasTapped".

    If you receive a tap (when beatToTap is also True), set wasTapped to True. (otherwise it will remain False)

    At the end of each beat, check* if wasTapped is True, if it was, then good, make it false for the next beat, AND if it remained False, you've missed the beat.

    *You can use a Function to 'checkTapped' (or just a sub-event after the time-delay, depending on how you've programmed the timing)

  • Hi, I really want to use these:

    https://codepen.io/rikschennink/pen/rpNGyy

    https://codepen.io/vastrideside/pen/LYEedXK

    Is there a way to bring exactly those in C3 by somehow importing the CSS provided?

    Thank you

  • I'm not sure if this will work, but what if you make sure if it's none of those devices (not iOS, not Android, not Chrome, etc), if none of them, then it's highly likely Amazon Tablet?

  • > Also, why do you use full 1080p background in a mobile phone? I'm just curious.

    Many flagship phone have higher than 1080 resolution. The OnePlus 7 pro is 1440 x 3120 (the normal OnePlus 7 is 1080), with a 90hz refresh. Games that let me turn on high framerate mode definitely heat up my phone more than those that don't.

    Thanks oosyrag ! That means it could really be one of the main reasons! I use OnePlus 7 Pro too at 90Hz, Maybe I should first try setting the limit to 60Hz on my phone to give it a test.. Otherwise, your solution of capping it. Although it does heat up on other phones, but I think since mine heat up most, this is definitely one of the reasons.

  • That's why we have subevents.

    Surely we have sub-events, but that's not the reason we have them.

    The screenshot was a minimal example, a very simple one. I should have posted something like this:

    Again, I know it's 'possible' but not with single sub-event, not even with multiple same-level sub-events because it needs to follow that order.

    So for a long series of actions (especially with wait actions) if we have to skip several multiple actions with different conditions each, That would require MANY layers of sub-events... that's not efficient, and doesn't look right, nor easy.

    Now imagine the same scenario with that [System] conditional action available. Wouldn't you use it?

  • I know there is a built-in way of adding a condition in between to actions like:

    players < 0? connected = 0 : connected 1

    (condition? if : else)

    However, this is not possible with majority of Actions, like calling a Function, Audio, Tween, Fading, Family properties, etc or any behaviour/plugin actions.

    I feel this small addition can solve this problem:

    If you agree, I have posted a Suggestion here: https://construct3.ideas.aha.io/ideas/C3-I-1620

    Please up-Vote if you think it's a good idea. Thanks!

    Tagged:

  • I appreciate your time Ashley, but honestly that was not helpful, nor did it answer my question.

    For example playing Pokemon Go made my Android phone get pretty warm (and that of course was not made in Construct)

    I was never blaming Construct 3 for the device heat up, and yes I do expect some games could warm up a device. But in my case, it's literally extreme heat up within 1 minute of play. I already acknowledged the inefficiencies in my methods that's probably causing the massive heat up. Shouldn't I work towards making it better? maybe end up to heat up half as much?

    If yes, then I would appreciate a more specific response, especially from you, from the list of possibilities above (and profiler/inspector charts) on which of these could be more related to heating up, than the other.

    Unless, it is "None" of them could be related to heating up, and optimizing any of those would not help. But you didn't also mention that statement, so I am still confused if there is or not anything I should do.

    Thanks!

  • Here are the screenshots of debug Inspector/CPU/GPU Profiler etc. Again, I want to know what should I focus on most to eliminate the 'heating' issue. The following is taken from Web preview on my HP OMEN Laptop (GeForce GTX 1060, 8GB shared, 120Hz Display).

    Inspector State 1 (this state remains for 70%+ of the game)

    Inspector State 2 (this state appears for 20-30% of the game)

    CPU Profiler:

    GPU Profiler:

    I hope everything is normal in all of them above?

    Ok fine, better question: I hope not everything is abnormal?

  • My game makes the phone literally heat up.. I've already tested on a few high-end phones too, other users have the same complain. It's a Massive physics-based multiplayer game, been working on it since many years on-and-off, which is why things are not as efficient as they should be. Didn't care about performance back then when I started learning!

    With some experience now, I have short-listed the reasons, but I need to be sure which ones are more critical than the other. I need to know which one(s) are likely to be causing the heating issue the most:

    1. Numerous collision events (20+ Physics objects, only two of them moving)
    2. High-resolution sprites! 40+ of them! (max is the background 1080p)
    3. 600+ Events (not grouped, all of them in 1 layout/event-sheet) and 30+ global variables
    4. Layout size: 15300 x 1480 (however, scroll-to enabled with viewport of 1920x1080/scale outer)
    5. Other possible factors: Layer Scaling (not constantly), Time-scale set to 1.5, Photon plugin?

    Note: I'm not using any Effects.

    Thank you!

  • I use anglediff(angle(B.x, B.y, A.x, A.y), B.Angle), this will always gives me a result between 0 and 360. But angular velocity is either a positive or negative value(for clockwise or anticlockwise). Im probably a little stupid here, but I dont understand how a can apply an angluar velocity in the opposite direction of a number thats always positive (0 -> 360)

    anglediff will give you the smallest angle (the difference between the two angles) that should be from 0 to 180 degrees. However, in your case it will probably be within 0 and 90, which is even easier to work with.

    That value should help you find the 'impulse' amount (smaller anglediff means larger impulse) and also the amount of angular velocity (smaller anglediff means smaller torque).

    However, yes, you cannot find out the direction (plus/minus) angular velocity from that. You need to check if the Physics object 'is clockwise from' the bullet direction or anticlockwise.

    So, if [PhysicsObject] "A" is clockwise from [ angle(B.x, B.y, A.x, A.y) ]
    Then, angularVel = angularVel
    Else: angularVel = - angularVel

    All you're doing is checking if the Physics object's origin is towards left or right from the perspective (direction) of the bullet. That will define - or + angularVel.