Ribis's Forum Posts

  • Hello there,

    I'm trying to use the robo function that is on the firebase tools section in the Android Studio to record some actions that I do with my app, so that I could test the app in hundreds devices automatically.

    I have exported the project for android studio, and I have fixed already 1 problem that were not allowing me to use the robo script.

    I added the following line on the manifest, under the application:

    android:extractNativeLibs="true".

    When I start recording the actions, the app would start waiting for the debugging "Application myApplication is waiting for the debugger to attach.". However, as soon the robo script pane appear, if I click on it, the application just close itself. On the android device doesn't appear any error, the app just close it.

    This is the only 2 lines generated by the debug:

    Connected to the target VM, address: 'localhost:8609', transport: 'socket'

    Disconnected from the target VM, address: 'localhost:8609', transport: 'socket'

    This, is the only error generated on the run view:

    E/ViewRootImpl: sendUserActionEvent() mView returned.

    EDIT: Another error found:

    E/.nameapp: Unknown bits set in runtime_flags: 0x8000

    I have tried to turn off the firewall, and tried different combination on the setting developer (Wait for debugger, select the specific debug app...etc) But I can't find a way to fix this problem.

    Did anyone tried this function? if yes, how did you solve it?

    EDIT2:

    Now I'm trying to use the robo-script on a vm. I will keep the post updated.

    Thanks

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  • Hello everyone,

    I'm trying to release an internal testing using the google play console.

    I have successfully exported the app as boundle (aab) and signed with the key that I made on Construct3.

    However, I get this warning:

    This App Bundle contains Java/Kotlin code, which might be obfuscated. We recommend you upload a deobfuscation file to make your crashes and ANRs easier to analyze and debug.

    I don't think this stop me to rollout the internal testing. However, when I click on Start rollout, I get this error: An unexpected error has occurred. Please try again. (5017B865)

    So, basically I can't continue. I wanted to set it up the in app purchase.

    I tried to google it but I can't find anything. Does anyone has a guide to build the apk using adroid studio?

    Thank you

  • Please note the earlier link is to old Construct 2 documentation - for up-to-date advice see the Performance Tips guide in the Construct 3 documentation instead.

    Ashley, could you please define what do you mean by: > "Drawing more images, and larger images, requires writing more pixels to memory."

    Does this implies also to tiled background? or small stretched sprites? or it is specific to a large images by pixels (and not by their size itself?)

    Still here > "Therefore the worst-case scenario for fill rate is a stack of large overlapping images."

    When you says as "large overlapping images" do you mean large by their pixel size in the image editor? like, if you have an image that is 24x24px and you stretch it to 1024x1024px, is that considered a large image?

    Lastly, I have a questions about tilemaps.

    I have been doing several experiments using tilemap. Do you think a tilemap that is 1024x960px covering a 40000x5000px is more performant then having hundreds of small but stretched tiled backgrounds? I found that using multiple tiled background are faster than a huge tilemap, both in editor and ingame.

    Thank you!

  • I just tried the game. On my galaxy note 10 the game is not full screen, but there are 2 black bars on the side.

    When you release the game as open beta, can people from the market see the app and download it? or you need to send the link?

  • When you install the addons you can use them between your projects.

    However, be aware about using them. I would avoid to use any third plugin party that are not strictly necessary, and are not from an author that is not active. The main reason is because they could crash over time (due the construct3 updates) and if the plugin doesn't get updated, you will end up with a broken project.

  • You should be able to install them using the the pane on the View:

    Menu > View > Addon Manager > Install new Addon.

  • > Ok, All this posts are making me worrying about my game.

    >

    > So, I'm testing my current game on 3 different phones:

    >

      >
    • Iphone 5s (the phone came out 7 years ago)
    • >
    • One avarage android phone that is 3 years old (2GB of ram / medium cpu).
    • >
    • Galaxy note 10.
    • >

    >

    > On the iphone, the game run with an average of 45/60fps depending on how much chaotic is the scene. The game is playable and the lag is still tolerant. I would be super happy if when I finish the game the performance are the same.

    >

    > On the "old" android phone it runs good, 55/60fps, still some lag sometime.

    >

    > On the Galaxy note 10, the phone runs 60fps solid, if there is some drops it is because there is something wrong with my logic code.

    >

    > The project now has 2000 events, 140 objects and 15 families and I'm using effects on 6 layers. I think that when I'm done finalizing the game, I will end up with probably 2700 events, maybe 200 objects and hopefully 20 families.

    >

    > I have tested the game only on the browser, and only once I exported it (APK). I noticed that the game would run a little bit slower compared to the preview mode (I opened a topic about it some months ago).

    >

    > So, is there anyone who have published a game on the Playstore and the App store that is not a small game? The big problem is not about the lagging or the crashes on the old phones. The problem are the bad reviews that the user would leave on the game.

    >

    > When you publish a game, is there a way to tell the store that the app support only specific specs?

    >

    > Why there is this difference between the APK and the browser? It seems to don't make sense. If chrome can run the game fast, why the exported project get chopped in somehow? Shouldn't run faster than the one on the browser since the game shouldn't load the browser stuff into memory?

    >

    > I think that it would be good to have 2 sub-forums about performance and about publishing a game. The general Discussion forum is too broad and the discussions get lost here.

    I didn't got the meaning of 2000 events. Are they on the same event sheet,or are you talking about "total" events in the game itself?

    My game had lots and lots of events and objects (if you want to try then thapli.netlify.app . And I am quite satisfied with the performance.(the game is still in construction)

    A total of 2000 events distributed in 12 different event sheet.

    My concerns are about the different result between the preview mode vs the final exportation. I'm confident about construct3 performance. I already made several project that are quite complex that run with solid fps on my old iphone, However, I never exported them to the actual app format.

    I wouldn't like to see my game running 60fps in the browser and then a drop of 15fps in the APK for some reasons.

    Also, I think that these problem are going to dissolve over the years, but still, it seems that everything is going is slow-motion. 5 years ago people were complaining about performance. Now, we are having the same problem, even with recent smartphone.

  • Thanks Ribis - could you please do one more thing on your Note 10 - in Chrome type chrome://gpu in the address bar, scroll down to Driver Information - what is your driver version and GL_RENDERER? Appreciate your help!

    It is Adreno (TM) 640.

    No problem

  • Ribis would you mind testing his APK on your Samsung Galaxy Note 10? That has a Mali G-series GPU too...

    I just tested it. CPU usage between 17/24.

    The game runs at 60fps, however every time you start a new game there is a significant drop for like a second.

  • Ok, All this posts are making me worrying about my game.

    So, I'm testing my current game on 3 different phones:

    • Iphone 5s (the phone came out 7 years ago)
    • One avarage android phone that is 3 years old (2GB of ram / medium cpu).
    • Galaxy note 10.

    On the iphone, the game run with an average of 45/60fps depending on how much chaotic is the scene. The game is playable and the lag is still tolerant. I would be super happy if when I finish the game the performance are the same.

    On the "old" android phone it runs good, 55/60fps, still some lag sometime.

    On the Galaxy note 10, the phone runs 60fps solid, if there is some drops it is because there is something wrong with my logic code.

    The project now has 2000 events, 140 objects and 15 families and I'm using effects on 6 layers. I think that when I'm done finalizing the game, I will end up with probably 2700 events, maybe 200 objects and hopefully 20 families.

    I have tested the game only on the browser, and only once I exported it (APK). I noticed that the game would run a little bit slower compared to the preview mode (I opened a topic about it some months ago).

    So, is there anyone who have published a game on the Playstore and the App store that is not a small game? The big problem is not about the lagging or the crashes on the old phones. The problem are the bad reviews that the user would leave on the game.

    When you publish a game, is there a way to tell the store that the app support only specific specs?

    Why there is this difference between the APK and the browser? It seems to don't make sense. If chrome can run the game fast, why the exported project get chopped in somehow? Shouldn't run faster than the one on the browser since the game shouldn't load the browser stuff into memory?

    I think that it would be good to have 2 sub-forums about performance and about publishing a game. The general Discussion forum is too broad and the discussions get lost here.

  • thank you for the answer, any way to identify which plugin is causing this ?

    Start disabling each add-on until the game start working again I guess

  • > Oh, let's not do this again. Those platforms had far worse problems of their own (game-ending memory leaks, whole categories of plugins that didn't work, etc. etc.)

    >

    > GPU driver bugs are pretty much random, and the fact some different technology works around one specific problem, does not work around the fact that GPU driver bugs can easily ruin your day whatever you're doing. It's an industry-wide problem.

    come on ashley :D

    you know it, a lot of a lot of people are reporting performance issue.

    how ludei did fix this with his simple canvas+ plugin? it's a vey small plugin size and it fix the performance lag.

    Is the plugin available for Construct3? I think I missed it

    Thanks

  • Maybe just check the spritesheets that C3 auto generates and see if anything looks messed up. Right click on the root of your project, hover over Tools, then click "View spritesheets".

    Thank you for the reply.

    I checked the spritesheets and they seems all good. Anyone got the same problem?

  • Hello there,

    I have been editing tiled backgrounds by stretching them, and removing some sprites that I was not using anymore. When I tested the game, I noticed that my tilemap (that I did not edit) got some texture from casual sprite of the game.

    The tilemap has good transparent portion. I also changed some setting on the project such changing the max spritesheet size to 2024px.

    I'm not concern about it, however, this glitch changes the tilemap meaning that when it happen again I would need to redraw the tilemap again.

    See screenshot:

    I don't know when this happened, I'm sure that it happened after I resized the tiled backgrounds. It seems like that some texture goes to the tilemap one.

    Did anyone had the same problem? I tried to reload the tilemap from a same image, and edit the image to see if it would overwrite the sprite img, but they keep staying there.

    Thank you

    Tagged:

  • Hi...

    I'm developing a game and I need help...

    I created 2 layouts in my

    game;Layout "A" & "B"

    I go from Layout "A" to Layout "B"...but the problem is here that when I'm inside layout "B", I want Layout "A" to keep happening though it's not on screen.

    Share your ideas...thanks❤

    I'm not sure what you mean with "I want Layout "A" to keep happening though it's not on screen", can you elaborate this a little bit more?

    When you change to layout B, you are game is going to load a new layout, consequently your objects inside the layout A are going to lose their property. In fact, when you switch back to layout A, the engine is going to reload the objects as you see them in the editor.

    If you want to keep the status of your objects in the other layout, you can use the persist behavior and apply it to the objects you want. You can always reset the persist if you needed to do. Another way, is that you can use an array to keep each variable saved while you are in the layout B. Example: if you need to keep progress of something in the layout A, as for example a custom timer in a specific object, you could copy the timer into the array (sorting by the id of the object) then, when you are in Layout B you can keep increasing the timer into the array, so that when you go back to layout A you can transfer the value in the array to the object. Note that you would need to store the array data and load it on the start of layout.