otomecha's Forum Posts

  • In my opinion you should change the conditions to start the timelines, perhaps using variables

    Well... that's another thing, this setup is placeholder. I actually couldn't get the timelines to play only in the replicas that are dragging for example, they play in all of them... I tried to pick them in different ways, tried with a state machine, etc. Nothing worked :/

    As for the angles, any idea of what it is happening? :/ is there an angle restriction?

  • Hello!

    I created this animation with the arms up.

    However when I play it the angles act funny, as you see instead of being up, they are closed behind.

    I have another animation that works just fine. In the photo I was not playing any other animation, so I don't have any weird value overlapping, and the setting in this one and the idle that works correctly are the same... default, default, loop. Also I tried with relative but looks the same...

    Added a video

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  • Yeah sure, you can send it to diegocqo@scirra.com

    Mail sent ^^ Thank you!

  • Can you share your example project?

    Maybe there are some performance improvements that can be done on Construct's side.

    Yes! Is it okay if I share it privately by DM?

  • > Thank you for those insights! My games are exclusive to android devices, is it still work to switch to 60hz and observe performance?

    You should definitely try your game with different monitor refresh rates, I do this regularly to make sure I didn't forget to use delta-time or something like that.

    But the performance on mobile is vastly different. The game that works perfectly on PC may lag pretty bad even on a high-spec mobile phone. So I suggest you test it on different mobiles.

    I'll try! Thank you very much! I have another game shipped and it works more or less okay!

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  • One thing I'd note, is, you have a 240hz monitor, and get around 70% gpu usage. Can assume if you divide by 4, that would be a more common result (so around 17% gpu usage for 60hz monitors).

    Maybe performance is fine but is struggling to render so quickly!

    To lower gpu usage overall, be mindful of any effects you use. You could also make a "quality" system by using System>Set Canvas Size, where you'd get a blurred result but allows people with weak GPU's or high refresh rates to be able to get a more stable FPS.

    Your cpu seems pretty good for 240hz.

    I'd recommend switching your refresh rate to 60hz to observe performance, so you have good idea of what most people would experience.

    Thank you for those insights! My games are exclusive to android devices, is it still work to switch to 60hz and observe performance?

  • I think this is tricking you as Construct doesn't draw when nothing is moving but instead keeps showing the front buffer instead.

    So in that case the cpu draw calls and gpu usages goes down to basically 0. So I think it's not due to the tweens themselves but instead because the tween causes a new frame to be drawn ~220 times a second as now the screen is changing every tick.

    Try adding a simple rotating box to make sure the screen is still redrawn every tick in the tween off benchmark.

    Yep, you are completely right, I did the test with a rotating cube + characters without tween and I obtained the same performance... Is there any way to make it better?

  • Hello!

    I've seen old posts about this issue, and I believe it was improved, however I'm seeing my performance going up real quick when tweening. I attached a video. Basically all the characters are replicas made of several sprites that load a config from a Json. When I have the tweens off, performance is good. When I turn it on it goes up so quick... This is an exploration, so the full game has a lot of other stuff going on, that summed to this may be very problematic. I was trying to go for timelines to see if the performance was better (also I have more visual control) but I couldn't make them work in the replicas...

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    Any ideas on what to try?

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  • It will work. Import the images into the project (in Files folder). Then simply use the image file name as URL.

    Oh wow! I'm gonna try:) Thank you very much!

    Update: It worked perfectly, Thank you!

  • TiledBackground object has "Load image from URL" action, you don't need scripting.

    This will however replace the image in all instances of this object.

    Heya! Yeah I know, however my game is for android, and I'm not sure this will work without connection ^^U

  • Hello!

    I was wondering if there's any way of 'swapping' the png of a tiled background. I was searching in the forum but couldn't find anything :/ I want to add decoration to my game and having different objects for that is kinda a mess.

    I've seen this in the script documentation, and I'm not sure it's related...?

    Thank you!

  • If there are no objects in the project using a Construct addon, then that addon won't be included in a build. You can use the 'View used addons' tool by right-clicking the project name in the Project Bar to view all the addons used in the project, and find all objects of that addon kind (since you may have renamed the object so you can't find it any more). However if you use a different Construct plugin and it still references the same Cordova plugin (like chadori-applovin-max-mediation), then you'll still get the same Corodva plugin in your build. That could come from any addon you use in your project - there isn't a 1:1 relationship between Construct addons and Cordova plugins.

    Thank you! By using the View Used addons thingy I could spot the culprit and delete it.

  • Hello!

    I was trying to implement ad mediation in my game and I started by trying with APPLOVIN MAX, using the plugin of chadori. However I had to change to IronSource since applovin left the google program for families and my app is targeted for kids.

    Long story short, I reimplemented everything with the new addon and removed the applovin one from the project. However I noticed the build size wasn't going down, which was weird because the applovin plugin is like 20mb.

    So when I checked the export for android studio I realized the addon was still there, eventhough I deleted it from the project...

    I tried deleting the folder and opening it again in Android Studio, but If I try to find "applovin" a lot of references appear....

    It should be none since I'm using Ironsource with unity ads and admob as networks for now. I even tried deleting the addon from Construct, but it made no change!

    Any idea on how to remove this?

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