Ninjadoodle's Forum Posts

  • Hi Ashley / Tom

    Just wondering what happens to newly ported C3 Plugins like LiteTween, with the new C3 Plugin restrictions?

    Since C3 doen't have it's own Tweening system - plugins like LiteTween are needed to fill those gaps.

    Thanks for any info

  • Hi Colludium

    I've just messaged you back - thank you for the super fast response - awesome customer support

  • Hi Colludium

    I've just bought the Box2d+ plugin to use with C3. A couple of days ago when looking at the plugin, I've read that it was for C2/C3, but I cant seem to find that info anymore or to be able to open it in C3.

    Any help would be awesome

  • Hi guys

    I'm playing with the shake screen effect (scroll to + shake), and it works well.

    I am however trying to get a layer to not respond to it. I've turned the layers Scrolling to 0x0, but its still effected by the shake.

    Am I doing something wrong?

    Thank you!

  • Ashley - Thank you for the explanation

  • Hi guys

    When I set 'Downscaling' to high and debug the game, my memory use is less then when I set it to medium. How is this possible?

    Also, I am scaling a large sprite down in size, and when downscaling is set to low - the sprite looks very blurry on the edges. With downscaling set to high, this doesnt happen.

    Any suggestions?

    Thank you!

  • Cool, thank you for the link

  • Hi Ashley / Tom

    I can't preview my game after the latest update - all I get is a black screen and no error messages.

    Everything was fine before 66.2. Exporting the game works.

    I don't know what to post in the bug report as there are no errors and you require a small example (I can't send my whole game).

    *** EDIT ***

    I copied everything into a new file (wasn't fun lol) and it works. Somehow the game got corrupted after the update, not really sure.

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  • Hi Ashley

    Thank you very much for the detailed answer, I appreciate you taking the time to do this.

    I understand the issues you've described, but can't help feeling that the 'cpu usage reading' is not much use, when it is so strongly affected by other factors.

    I was worried that a lot of the behaviours were really that cpu hungry, but was confused as my game still ran 60fps.

    Thanks again!

  • Hi Ashley / others

    Since there is still no official answer, I'll re-ask the question hoping someone might spot it.

    Taking the cpu heavy text fields out of the equation, I've tried setting up a barebones project that is using a single 'sine' behaviour on a single sprite.

    This alone make the cpu go to around 85% on an iPhone SE. This is from reading the remote preview debug info.

    Is this reading correct? If it is than there is not much that can be done to optimise your game, if you rely on some of these behaviours.

  • Thanks for the info on text fields

    I just did a simple test where I use a single behaviour (Sine) to make a single image get smaller and bigger.

    Just using this single behaviour on a single image says it's using around 85% CPU on an iPhone SE.

    This doesn't seem right, but if it is, there is not much that can be done optimisation wise, if your game require some of these behaviours (e.g. sine / tween etc.)

    Ashley - do you have any thoughts on this, I would like to know whether the reading is perhaps incorrect.

    Thanks guys

  • So it looks like most of the high cpu usage in this case is being cause by ...

    ... updating a contdown timer textfield

    It seems strange that something so small and simple would require all this cpu usage.

  • Hi guys

    Thanks all for the replies. I am literally not using any 'Every Frame' events, and most of my events are either onTouch or on Animation complete type triggers.

    I really don't know what I can do to optimise the level any further.

    From my tests, some of the simple examples that ship with C3 also use up to 90% cpu - this feels like something is not right.

  • Hi Ashley / anyone else who might be able to help

    I just have a quick question about normal CPU usage.

    Some of the simple examples as well as some of my simple levels go up to about 90% cpu usage on iPhone SE.

    This is info I get from the remote preview profiler.

    I am getting 60 fps, but the CPU usage seems very high.

    Is this normal?

    Thank you in advance

  • Hi guys

    Is there an easy way to copy a bunch of library objects from one project to another?

    The only way I can think of is by dragging them onto the stage individually, and copy / pasting them into the new project one by one - really tedious and slow.

    Thank you for any help