jlwinn8's Forum Posts

  • newt thanks for the reply. That makes sense.

  • Hello all,

    After a long break I picked up a c3 license and am enjoying exploring the new features! I just had a few questions on performance, as I'm building a mobile game and want to get started on the right foot.

    • Is using the 'every tick' system condition generally a bad idea? Obviously, doing stuff like generating a pathfinding obstacle map every tick is a bad idea, but what about things like updating text? Am I better off trying to update things every 0.1 seconds or something similar?
    • Are there any performance implications for splitting up events on multiple event sheets? I've just learned how to do that and it's really helping me organize my project. The ability to create an event sheet just to handle player movement, and include it when needed, has been pretty awesome, but I don't want to continue doing that if it has negative performance implications.

    Thanks for the help!

  • Hello Everyone,

    I've been testing Facebook ads and thought I'd share my results with the community.

    I have a paid app that I developed that I think is fairly high quality. I'm charging $2.99 for it. Some people may think that's too much, but that's a conversation for another day

    Anyways, I figured I'd use Facebook to advertise my game. Facebook lets you use some pretty impressive targeting features which is helpful for getting targeted add clicks. Since I have a paid app, I know that only people who are genuinely interested in my app will purchase the game. I tried to narrow down my audience as best as I could, choosing people who expressed interest in a popular game that is similar to mine. I also narrowed people down to those who have an Android phone.

    I started with just $10 to test the waters. I used an ad style with a slider consisting of 5 screenshots of my game, each with a captivating subtitle. I set the campaign for 36 hours, and I set my cost per click limit at $0.38.

    The results of my campaign were a total of 1800 people that saw my ad.

    39 people clicked on my ad, with an average cost of about 25 cents a click.

    During those 36 hours, 8 people purchased my app and 3 people returned it, netting me around $10 after googles fees. (my daily install rate was hovering around 0 before the advertising campaign.)

    My initial results tell me that it my campaign was worth it. I didn't make any money, but my small app has 5 more players, one of which left a 5 star review. I'm hoping to expand to see if I can get similar, if not better, results. I'll try and keep you posted.

    Has anyone else had any success with PPC advertising?

  • Hello all,

    I can't seem to figure out why one of my layout takes 10x longer than other layouts to load. Is there anything in particular that would cause a layout to take a very long time to load?

    The layout is very similar to other layouts, with no real changes other than different objects, etc.

    Thanks for the help!

  • I was wondering if it was possible to manually throttle C2, or a mobile GPU. My game runs at a steady 50-60 fps and looks good, but massively heats the phone and subsequently drains the battery. When I run the game in my phones power saving mode, my fps is reduced to around 30-40 and there are no heat or battery issues.

    My game still runs very well at the 30-40fps level, so I wanted to see if it was manually possible to tell C2 to chill with the frames, or somehow have C2 throttle the processor.

    Thanks for the help!

  • I had the same issue before optimising assets. If you haven't already, make sure your images are only as big as they need to be - be really strict!

    Optimizing assets is a great idea. Not something I've thought of. Thanks for the tip.

  • A samsung GS3 and a Note 4

  • Well, after some more tinkering I answered my own questions.

    1. Is 3-4% load on an i5 pretty bad?

    • for a mobile game? Yes. I went through all my event groups one by on and found additional ways to optimize them. Particularly, I changed events to run only once on the start of the layout where possible.

    2. Are there any good ways to prevent the phone from heating up (and subsequently eating battery?)

    • Reduce event cpu utilization seemed to help me quite a bit. My mobile processor now runs between 30-50, and while that might not be great, my phone doesn't heat up as much as it did. It's just warm now.

    3. Does anyone have some less common performance tips that could help?

    • Using on start of layout helped a lot whenever possible
    • Organize your events into groups. The debugging tool tells you which group is using the most CPU. Systematically move through each of the most cpu demanding groups finding ways to optimize.
  • Hello everyone,

    I'm approaching the alpha phase of my new mobile game and I've noticed that it is running very hot. I've done all of the major optimization tricks that are listed on the forums. On my i-5 3750k it's only using 3-4% cpu with draw calls being at 4%. (Obviously this is much more powerful than a mobile processor, but I figured that 3-4% is pretty low. Correct me if I'm wrong.)

    Anyways, the game runs at an unstable 35-45fps, which is technically playable - it's a simple RPG. One of my main problems is that my phone heats up enough to raise sea levels a few inches. So my questions are:

    1. Is 3-4% load on an i5 pretty bad?

    2. Are there any good ways to prevent the phone from heating up (and subsequently eating battery?)

    3. Does anyone have some less common performance tips that could help?

    Thank you for your help!!

  • Hoping to get an invite soon. I'll definitely post results here if I get in.

    Thanks for the update!

  • 1-2k events? Holy cow man, what are you making?

    It adds up quickly! I'm sure I'm not doing this super efficiently, but I'm bound and determined to finish this one through the end rather than starting over because I can do it more efficiently. It's mainly dialogue that's iterated across many different characters.

    To everyone else, thanks for the responses. I'm going to go back and take a look at events that are running every tick and see if those can be written differently.

  • Sorry if this is posted somewhere else, I couldn't find anything on it.

    Will a large even sheet (say more than 1-2k events) negatively impact performance? Would it be better to split my event sheet into multiple sheets and include the ones I need for each specific layout?

    Thanks!

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  • I don't think you can just 'do a kickstarter' on a whim like that. It would take a lot more time and dedication than actually learning an existing 3d engine.

  • Rukiri Absolutely. I don't have the team or time to make a game to the scale of LoL and DOTA. Most likely I would be sticking with 1v1 and 2v2, but I wanted to see if it would be feasible to push the limits to 3v3.

    Heaven knows 5v5 would be a nightmare.

  • Hey Everyone,

    I've dabbled a bit in C2's multiplayer plugin and I think it's a great tool. However, I'm concerned about starting a major project on the basis that the multiplayer plugin will work for me.

    I'd like to have a simple MOBA game, such as DOTA 2 or League of Legends. Granted, this version would be much more simplified and would probably only have a max of 6 players online at once. My question is: can multiplayer meet my needs? Would I be able to have a server(s) and just run a hundred or so tabs to be the host of each game?

    Thanks for your help!