jakemiller01's Forum Posts

  • 3 posts
  • That’s a great point, winkr7! My game currently has some fairly large layouts, and I hadn’t considered breaking them down into smaller sections. I’ll look into structuring my game better with multiple layouts to improve execution speed and make debugging easier.

    I’ve also been testing the game on different iOS devices, and I noticed that performance varies depending on how the app is installed. Some developers use sideloading solutions like Scarlet iOS to bypass App Store restrictions and run games more efficiently😊 Not sure if that makes a difference for Construct 3 projects, but it’s something worth exploring. Have you or anyone else experimented with different installation methods for performance testing?

  • "Thanks, Jase00! This is really detailed and helpful. I didn’t realize how much impact Fullscreen Quality and Canvas Size could have on performance. I’ll experiment with lowering the resolution dynamically and setting up a quality toggle in the game settings.

    Also, I’ll definitely add a SpriteFont for tracking FPS, CPU, and GPU usage—it sounds like a much more efficient way to debug. Appreciate the insights!

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  • I'm working on a fairly large game in Construct 3, and I'm noticing performance drops, especially on mobile devices. I've already tried reducing sprite sizes and limiting the number of active objects, but it still lags in some areas. Are there any other best practices to improve performance without compromising too much on visuals?

  • 3 posts