PKrawczynski's Forum Posts

  • Hello so basically Ive figured out all the performance hiccups im having on mobiles are because my gameplay objects are created during runtime and there is no art for them in memory like there would be if i placed everything in layout.

    Thats my conclusion because game after 1 minute of gameplay stabilizies and never has hiccups anymore.

    Any ideas how can i battle this? It doesnt really affect desktop or webgl enabled devices but my main priorities lie with browser iphone and ipad + other devices that work with canvas2d only.

  • PKrawczynski

    You'll have to be very picky for mobile performance. Usually for mobile games optimization is a huge part of it. Have you been checking your memory use on the C2 editor? It should give you a general id of the amount of memory your game wastes when running.

    Im aware but problem is that no matter what player does, game hangs up after few seconds for a bit like from 2 to 5 seconds. He can even be in main menu screen and it can hang up!

    we cant say its because 1 image and 2 sprites are too heavy for iphone can we?

  • any link to a html5 export?

    It was on the bottom of the post :) its available at:

    m.blackmoondev.com/rrh

  • Can mobile web performance be looked into?

    I wouldnt mind sending Scirra employes zip file with game so they could look whats going on and why iphone/ipad have terrible performance.

    Just give me email where it would be apriorate.

  • Bump because its important - second game im finishing up have exactly the same problems.

  • I cant debug on mobile and my game hangs up for several seconds after you click play and gameplay starts. It works fine for 5 seconds or so, then there is 5 second pause and gameplay resumes normally. Its terribly hurting game quality.

    m.blackmoondev.com/rrh

    Compiled with 139

  • Hey :)

    Ive managed to make game in few days generally im VERY happy with construct 2 but there is one very annoying problem for me, specifically when game starts to process gameplay logic after few seconds it pauses and nothing is happening - how long it takes depends on device. On playbook it is around 3-4 seconds, on nexus 7 it is 2 seconds, iphone4 3seconds etc. Why is that? Can it be because of garbage collection of main menu screen?

    Game is playable here (but it is NOT free for distribution or embedding yet)

    m.blackmoondev.com/rrh

  • Okay basically neverwmind right now because:

    1. It started to happen in that game no matter what version I use

    2. I dont have time right now to write tests and upload .capx - there is no way I would upload fully done game publicly with sources. Thats why I provided pic.

    It probably might not even be bug, could be connected to specific resolution, scaling mode, anchor settings - truly, impossible to find out without good minimalistic test. Im aware of that :)

    I might get down to it in few weeks if it bothers me enough but more realistically I have in plans to make small utility to position items on screen as Anchor is lacking "center" behaviour.

    Thread can be pretty much closed right now or deleted.

    Thanks.

  • Ah okay pretty cool, so i just have to add subevent :)

    Neat.

  • Okay, and how do I scope out to get all objects?

  • For example lets say im creating object enemy, and I want to change its property speed, hp, attack power etc - basically anything. How do I access specific object after creation from code? So I wont change all enemies properties.

    Is it automatically scoped to last created object?

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  • 1. Does it affect performance in any way?

    2. If I change value of object that was created with ctrl+drag during runetime with SetValue will it affect all objects that were created similiar way from ctrl+drag of that particular object?

  • You can already do this. Select your bottom-most layer and, in the properties panel on the left, change its background colour.

    That only changes it for current layout if im correct.

  • I can say from professional developer point of view - as in one that was paid to make flash games for living - they are already dead unless you can find lucrative contract work and having guaranteed money.

    Everyone is just ejecting himself from the system - a lot of folks I know are moving to html5. Some did it earlier, wish I thought about it too.

    Problem is it was relatively easy for people gambling month of their lifetime to earn 5k+ earlier. Heck my friend managed few times to get 12k+ from flash games.

    But right now its only reserved for top tier games, and those are not taking a month but more like 2 or 3 so profitability is lowering while sponsors requirements are raising.

    Overall whole market is imploding there. Its not like flash games will die fast, but expect less higher quality games in future because people loose interest when they cant make money to make living out of it.

  • Problem with Anchor "Bottom" on iPhone in 142 version.

    dl.dropboxusercontent.com/u/39283884/BUG.jpg

    Here is how it should look (and looked in 139)

    dl.dropboxusercontent.com/u/39283884/Original.png

    Game starts in fullscreen and it looks like "BUG" when exported html5 website embedded style.

    It does fix itself when game is switched to windowed mode - everything gets possitioned correctly. Once game is switched back to fullscreen it gets cut off once again.

    Personally I think its a problem with calculation of screen height in fullscreen height on ios stock browser. Keep in mind I dont use "scrollTo" or try to position those ui sprites myself.

    It was reported to me that EVERY single screen that worked fine few hours ago, after Ive upgraded to 142 got broken IF element used "Bottom" anchor. Right, Left and Top seem to work as intended.

    Easiest way to check out yourself - make 2 images on the bottom of layout size so one have 10 pixels of spacing and is anchored to bottom, and another nearby but being anchored to top