OhhBaby's Forum Posts

  • It is really annoying, when you need put objects in layout for this.

    This also requested: Jun 29 2019

    construct3.ideas.aha.io/ideas/C3-I-978

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  • I think you should add for this button or menu

    Tom

  • Look their is a little star on this post at top... in between the subscribe button and search box

    You don't understand me.

    Can you show me, how can I go this URL with any menu or button? There is no button or where still didn't find it.

    construct.net/en/blogs/favourites

  • Kyatric Hi, can you add list this our Turkish Discord Server? Thanks.

    Topic : construct.net/en/forum/general/open-topic-33/construct-turkey-turkiye-145272

  • How can I find Favourited Blog posts?

    I can see only Favourited Tutorials.

  • Ashley

    I tested your project on a Pixel 3 and got the following results:

    C2: first switch ~232ms, later switches ~100ms

    C3: first switch ~170ms, later switches ~100ms

    So according to this, the C3 runtime is faster in this case. I don't know why other devices would be different, maybe specific hardware is better or worse in different cases.

    Are you testing everything with high-end phones? We are trying to optimise our games for low end devices. Because everyone don't have good phones.

    You can run this game smoothly with your device but other people can't, they don't have high-end phones.

    I can say, I can't run this game too, so laggy with low CPU devices.

    play.google.com/store/apps/details

    Construct 3 supports Android 5+ but you trying everything Android 9+.

    Besides, C3 has a new feature that helps you hide this from the user - there's a built in memory management action "Load layout images", so you can load the next layout's images in the background while the current layout continues to run, and then switching layout will be instant. This feature is not available in C2. If I use "Load Layout 2 images in to memory" on start of layout in Layout 1, then it can switch layouts in around 5ms, which is far faster than you can ever achieve in C2.

    I give a thanks to Toby R and rexrainbow . They are good developers. They made good addons for us (Game Developers). Which you don't like that ideas.

    Try this Example (My 2nd example I was posted)

    construct.net/out

    Just try one sprite and unload it from memory. That feature will not help you a lot. Because one sprite object using 1024x1024 png file. We can't edit, we can't move that sprites as a group. We don't have any access on spritesheeting. In this case Toby's MM Unloader plugin works better with C2. C3's memory features can't help you. It is all about spritesheeting, you know that. Also MM Preloader will help you load assets from another layouts, this will works perfectly because you can load with C2 what you want. C3 will load other assets from png file, which you can't unload.

    Also people request good ideas, you was set status "declined"

    Idea-1: construct3.ideas.aha.io/ideas/C3-I-638

    Idea-2: construct3.ideas.aha.io/ideas/C3-I-104

    So as far as I can tell C3 is both faster at loading layouts and it has a feature to help guarantee that layout switching will be instant, which works here.

    No comment.

  • Ashley

    Okay, I do totally fair test example.

    How?

    C2 and C3 using same objects in layout, C2 and C3 using same exported files - (15 x (1022x1022) png files + 1 spritefont file)

    C2 RAM Usage: 66.92 MB

    C3 RAM Usage: 59.93 MB

    Phone Resolution: 1280x720

    Phone: ZTE Blade S6

    Test Project

    drive.google.com/file/d/1XZWhEduAxyyAGLLkc0e43QEIuL0x4E1Z/view

    Results

    I do so many tests. I get best result with C3 only 0.954. C2 still better, I get only witch C2 0.827 (max result)

    as you said;

    FYI C2 loads images one after the other, but the C3 runtime loads images in parallel, which is faster. At the time I wrote it I took some measurements that showed C3 could indeed switch layouts faster than C2.

    It is not true. You can test yourself too. You can see my results, C2 still faster and it is using more memory. "C3 runtime loads images in parallel" this not good for mobile. I think mobile CPUs can't handle this, thats why C2 loads faster than C3 on mobile.

    Also I used some edits with C3, I do export option 256x256 and do compare layout switch. So C3 export files (256x256).

    With my game (So maybe you want see some real project results):

    C2 Game Layout switch: ~3 sec. - 70 MB RAM usage - ~150 objects

    C3 Game Layout switch: ~5-6 sec. - 76 MB RAM usage - ~150 objects

    I'm thinking the problem only this: "C3 runtime loads images in parallel"

    or maybe you can explain what is wrong with mobile?

  • I made actual measurements and demonstrated it got pretty close to C2's memory use.

    Thats my mistake (the first one), can you try everything with last example.

    C2's max spritesheet size is hard-coded at 2048 and there is no option to change it. C3 has an option to change it, and smaller sizes tend to use less memory, so C3's 1024 setting can help.

    We can do this (look at image) with Construct 2 but C3 don't allow and this what we need for mobile. You can see in example project. I use all object one frame. Because it is best way for memory optimisation with C2. C3 don't allow this it is using every time what you choose, lower option only 1024 and it is really big for mobile.

    Please look image. Did you see they all only 256x256 px. And if sprite size lower than 256x256, C2 will export that images lower size too.

    image: i.imgur.com/PGnfJoc.png

    You can give us 64x64, 128x128, 256x256 options for mobile but not 1024x1024. You can see and you can try last apk, it doesn't help. Layout changes took 4-6 sec with 1024 option too.

    Actually best option;

    if sprite only one frame export it one file.

    If sprite have a lot of frames than export it using max file size (what we choose, like 1024)

  • Ashley just add new project it is using also 1024x1024 option. You can choose what you want. It is good example to show you we don't have any control on spritesheeting with C3. But with C2 we can do something.

    Just want to show you. (You know this already)

    With Construct 2;

    • If we use one frame sprites in project it is exporting only that sprite as (one).png file.
    • If we have animated sprites in project this time it is exporting that frames using max spritesheet size (1024 for C2)

    But we don't have any option for that with C3.

    You can say use 1024 option. It is not really help on mobile.

    Just made example for that. We don't have any control on sprite sheet exporting. with Construct 2 we can do something, but you know C3 don't have any option.

    Layout changes really bad because it is using all assets which I don't use in layout. Because spritesheeting algorithm.

    I hope you understand what we need now for mobile.

    Just best option if we can choose that spritesheet exporting like C2's way.

    Example:

    drive.google.com/file/d/1ZW8XdsznXtuST-3vSrnBSAQxtluu2IIO/view

  • > Why don't you give us a choice?

    > And don't change any option in my example

    You first asked for an option, then insisted that any options must not be changed in your project. So I don't know what I can do to help you any more.

    Well, I will do one example for 1024 option too. Just wait please.

  • It is connected. If you can reduce RAM usage you will reduce loading times. I've had the same thing you describe happen with my game even with Construct 2, As I added more teams, loading times increased, until eventually, one day it started crashing, would not load at all.

    I know it is connected, but Ashley not used my example. He is changed spritesheeting setting.

    Exported C2 project: ~26mb image memory

    C3 project with max spritesheet size 1024: ~29mb image memory

    My example using 2048, I can make one example for 1024 option. You can see what is different.

    That problem only this; Construct 3 loading (1024x1024)png files. So when you need one object, it is loading all png file. When you need only 10x10 sprite object.

    Do you understand now what is problem?

  • Ashley We tried all 3 settings (1024, 2048, 4096), C2 still better at loading time. People don't want wait in mobile game when they try to go shop or game layout.

    This just example, I just made it to show how C3's spritesheeting on mobile. Actually you are talking about memory but did you look how many sec layout change?

    And don't change any option in my example because I add all asset with C3's "view spritesheets" tool. So layout have only 6 objects but it is loading all assets. If you change that you need add some assets for real test. Like what I do.

    So for real 1024x1024 option not good too. We need chose something for project based. If we need improve download speed we can use 4096 option, if we need memory optimisation we can select C2 export style.

    If we have something...

  • I was tried my game was running good with C2. Just tried C3 export but something really bad. Because spritesheeting not good in C3. When you change layout on mobile export. It is waiting like 5 secs. Everything works perfectly in Contruct 2 because I use seperate sprites for memory optimisation. So it is loading only what I used in layout. But C3 loading all other assets which include in spritesheet.

    Why don't you give us a choice? Why we can't select spritesheeting algorithm? C3 really not mobile friendly.

    Just try this example with Construct 2 and Construct 3. You will see, C2 is better at layout loading.

    C2 Layout switch - 1 sec.

    C3 Layout switch - 4~6 secs.

    Tested with ZTE Blade S6 - Android 5

    System Webview updated latest version.

    Ashley can we have something mobile friendly? Please.

    We can't use C3 with this, also C2 outdated we can't use that too.

    Test Project and Android apk files.

    drive.google.com/file/d/1GXJStBvggAYwYPGRrPaKBYrtDpin4_sA/view

  • You don't need Close action for IOS. Just use it for Android.

    stackoverflow.com/a/14335936

  • Kyatric

    CBHash Demo - Game

    The game generates random strings (using a conversion from integer to ascii for each character of the string thanks to the plugin chrCast. With a little luck, Ash might implement its expressions directly in the system so the plugin shouldn't be used other than for this demo) and hashes them in several algorithms.

    The player is given a hash and he must click the matching hash on the game area (the same hash).

    On success, points are given as well as the unhashed string. Then other hashes are generated and the gameloop keeps on.

    On failure, a game over screen appears giving score, waves reached, link to the CBHash topic, and a replay option (to start playing again).

    Enjoy ^^

    Currently we can't open capx. I just edit some parts.

    Can we use for this str() expression ? It is working same or different?

    Like this => hash & str(currIntChar)