oosyrag's Forum Posts

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  • 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.

  • Numerous collision events (20+ Physics objects, only two of them moving)

    This could be an issue, but the numbers don't look very large to me.

    High-resolution sprites! 40+ of them! (max is the background 1080p)

    This is more a memory issue, probably not related to cpu/gpu heat.

    600+ Events (not grouped, all of them in 1 layout/event-sheet) and 30+ global variables

    The number of events is unlikely to be an issue, but certain events like long running loops can be. Also limit the number of events that run every tick, and turn pretty much everything you can into triggered events. Updating text every tick can be particularly painful.

    Layout size: 15300 x 1480 (however, scroll-to enabled with viewport of 1920x1080/scale outer)

    I don't think this would cause any issues.

    Other possible factors: Layer Scaling (not constantly), Time-scale set to 1.5, Photon plugin?

    Unlikely, but you can test each of these individually pretty easily.

    Also how is your game running at 120 fps? Thought it was capped at 60, unless I missed an update somewhere. Maybe your phone is a high fps device as well. I don't recall if there was a way to limit it, but this popped up in a quick search that might be worth trying. construct.net/en/tutorials/limit-framerate-build-fps-1381

    Otherwise, its probably mostly up to you to isolate certain things you think may be causing high usage and test and test and test again.

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  • You can mix saving methods if you're careful about it.

    In your example, you can save your settings separately from the game state by writing to localstorage upon applying changes. Then just load those settings after using the system-load action when continuing.

  • In the animation editor, click the bottom most button on the left "Edit the collision polygon".

    I recommend right clicking and using the "Set to bouding box" option, on both of the frames.

  • It has to do with your collision polygon changing in between frames, so as he's walking, it triggers the collision event with the edge object again when the frame changes. He doesn't move fast enough to get his collision polygon out of the way before the next tick.

  • Use a bullet behavior.

    Set angle towards player.x, player.y

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  • You can use the set layer angle action along with the LayerAngle() expression to rotate a layer

    -> System: Set layer 0 angle to LayerAngle(0)+1 degrees

  • Check that your animation playback speed isn't 0 in the image editor.

  • A. Don't use a separate layout if you don't need to. You can use layers and visibility instead.

    B. Use the persist behavior to keep object properties when switching layouts.

    Pausing really depends on your project and what you need paused specifically. Generally speaking though, if you change layouts nothing is going to be happening on the previous layout so it's effectively paused by default.

  • The first thing that comes to mind is to run a loop for all tiles, check if each tile is a match and change it if it is.

  • Probably yes. The networking capabilities are likely the last thing you would worry about.