Rable's Forum Posts

  • Hi everyone,

    I'm currently optimizing my desktop game for mobile, so I'm trying to spare every possible bit of CPU usage I can. I noticed something weird: in the debugger, under the profile tab, when I add an include with just a function in it in my main code (under a group, which is possible in C2 as opposite to C3), the CPU usage of that group is supposed to be around 1.5% on a total of roughly 30% used by my game.

    By copying the function into the main event sheet at the place where the include was, and deleting the include, the CPU usage of that group gets down to 0.3%!

    Is this really happening or is it due to the "profile" tab of the debugger not managing this correctly?

    I don't see why includes could be that greedy on CPU usage...

    Thanks!

  • Thanks for your help. I tried exporting an other (smaller) project, and everything works just fine (exported with the same device, tested on the same device).

    Could this still be due to the browser/iOS version, or does this mean there is a problem with my bigger project ?

  • Thanks for the suggestion.

    I removed everything from the loader layout. My loading screen is now just a black screen. Still, the behavior is the same: black screen (loading) then white screen, then black screen again’ then white screen, repeat...

    I remember I just updated to iOS 12 today. Is there any known bugs with it Ashley ?

    the ipa was done with C2 and Phonegap build.

    Could this be a RAM problem?

    Thanks for any help you could provide.

  • Hi everyone,

    I'm currently porting my desktop game on mobile platforms and have a question about how the loading screen works.

    My game runs pretty well on a Huawei Mate 10, which has 4Gb of RAM, but even the loading screen actually crashes on an iPad Mini 2, which has 1Gb of RAM.

    It sounds weird to me that even the loading screen crashes. Could this be due to RAM, or is there something else that needs to be taken into account? Because when inspected with the Debugger, the image memory is only 8Mb during the loader screen, which is very low. Also, I don't preload the sounds at launch of the project by default, they are loaded much later, when loading or starting a game.

    The behavior is always the same: Loading screen is normal until something like 7/8 of the loading, the the screen turns completely white, then the project reloads. It doesn't go back to the "desktop", but reloads instead.

    Any idea of what I have to optimize to make it work?

    Thanks a lot!

  • Hi everyone,

    I would like to know if there is a workaround when exporting with C3 to avoid the 100Mb limit that Google Play has put in place. I know there is a way to add an APK expansion file that can be up to 2 Gb, but as far as I know this isn't possible with C2/C3.

    Is there any way to put a game that's more than 200 Mb on Google Play with C2 / C3 export, or should I optimize hard?

    If not possible, do you nice guys at Scirra plan to implement it anytime soon?

  • Awesome news! Thanks for the update lucid !

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  • Hi everyone,

    Just wanted to share that Healer's Quest is part of the official selection for IndieCade Europe 2018.

    indiecade-europe.eu/en/programme/jeux

    In case you missed it, the game is already out and available on Steam (PC).

    store.steampowered.com/app/598490/Healers_Quest

    It's done with C2, as you can imagine.

    Come and say hi if you're planning to come at IndieCade Europe! :)

  • Thanks a lot for the update. What you're working on sounds pretty cool!

    But it's bad news for me that you're putting the C3 runtime on the backburner, as it is really needed at this point. At least I understand that it will be a lot of work and appreciate that you're planning to do it correctly.

    Thanks for your time and efforts!

  • Hi,

    I'm currently trying to roughly import (after deleting all unsupported addons) a C2 project into C3. The project seems to load quite normally, but at around 82% of the loading bar, I get the following message:

    Failed to open project. Check it is a valid Construct 2 single-file (.capx) project.

    It is definitely a valid C2 capx that I can open in C2.

    Is it something that I'm doing wrong ? Otherwise I can send the code to the scirra team if they would like to try for themselves.

    Thanks!

  • Thanks a lot for the explanations and sorry for thinking you were wrong. ^^'

    You mean we can preload a layout's content just through C3's basic events? No plug-in required? Can I ask you which events you are actually using to achieve this?

    Hopefully SCML addon will come quickly, and I quite need LiteTween as I used it quite extensively in my new C3 project already. But nice to know there is another one already available.

    For Rexrainbow's addons, I didn't find the Construct 3 runtime version of any of these. Do you have a link to those available? (I mainly need moveto and push out solid)

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  • Oh no... These addons are such a mess in the long run! :(

    No SCML, no LiteTween, no MM_preloader, none of Rexrainbow's addons...

    Hopefully someone will show up and port these.

    I emailed Toby R about a possible update of MM_Preloader.

    By the way, I think you are wrong and MM_Preloader can actually preload items which aren't on target layout. Just use "Add object", start preloading and you can preload any object from the project. Tell me if I missed something but I'm quite confident that's how it is working.

  • Nice to have a new one, but that would mean having to recode a large part of the project as I'm using LiteTween about everywhere. So I'll simply wait for Litetween to be updated, hopefully quickly.

    Is someone planning to do this, lunarray ?

  • I'm having the Black / White screen issue on a Huawei Mate 10.

    It's a C2 project with an APK created with C3 export manager. Currently trying the hack as it seems like that's the only solution to have a working Android export at the moment (?).

    I also referenced the device as problematic here: bugs.chromium.org/p/chromium/issues/detail

    Any news about this?

    The first mention of the problem was 3 months ago...

  • Is LiteTween working with the C3 runtime already?

    If yes, could we have a link, please? :)