RobertMKD's Forum Posts

  • Could you clearify a bit more? Like, what do you mean by 'the music stops when the game starts'? When does the music start?

    Could you post the events you use to play music?

  • arrays dont use that type of memory space, its definitely your images or sounds or a files you imported. also the 40 mb on device, might actually be the safety number that the app requires to run, i seen c2 games that where under 5 mb but requiring 250 mb to run. we can't say for sure without seeing your project file and what you have inside. im more curious about the stats at bottom of the c2. that tells you total download size, running memory required. also u might want to run a debug and see what you get from inspect tool as size and cpu usage. 40 mb on mobile device is normal though, i wouldn't worry about it.

    I feel like a total noob right now, as most replies on this thread were questions like these, no offense.

    The Approx. Download size is 5.9mb. Memory use 200.1mb; Events: 2284

    The size of the images when exported is 4mb (1,5mb when optimized).

    This is from the biggest layout in my project, in regards of the size of images. Though I don't know what does this have to do with the data of the app, as far as I know, images are not saved in data..?

    > You see, this is my first project and I don't remember why, but I've set the window size to 5750, 3250 when created the project. Also, one of my layouts is 31546, 3250.. And there's no way I can change that now..

    > Is this the source of this big data size?

    >

    Almost definitely. If your assets are also very big (which is quite likely given the screen size etc) then their images will be very large in terms of MB.

    Are you sure? I don't think the size of the layout has anything to do with the size of the display of the device. Also, I think stretching the images does not affect their size...

    I will test this out anyway..

  • > I am saving only 39 items of which 32 are global variables while 7 are arrays as json:

    >

    > 1st Array is 14 wide and 3 high

    > 2nd and 3rd Array are only 14 wide

    > 4th and 5th Array are 111 wide

    > 6th Array is 111 wide and 2 high

    > and the 7th is 2 wide and 6 high

    >

    > So, is it normal for this data to take 40mb of space on a device?

    >

    depends on what you are exporting to, however mb space is only referring to image download size! so if u have high quality images you might want to drop them down, also screen/layout resolution must be under 1080 if u want lower mb weight!

    You see, this is my first project and I don't remember why, but I've set the window size to 5750, 3250 when created the project. Also, one of my layouts is 31546, 3250.. And there's no way I can change that now..

    Is this the source of this big data size?

    I'm guessing this has nothing to do with what you are saving.

    This app data is probably some temp files, maybe downloaded from the Internet or created by some plugins. Are you using any 3rd party plugins, showing ads etc.?

    Yes I am using Appodeal Ads

  • So, no one has an idea of what may be the case? How do I see what I have saved in the app's data? Debugging the LocalStorage only shows the 2200 long string I have....

  • One of the users of my app have complained on losing data, but not entirely. For example, he was on level 27 and had 240 coins, and somehow he was sent back to level 12 with less coins. It has nothing to do with the code, and it happened only to him and today, it happened to me as well.

    I used to play around with the saving of data to local storage with clearing it first and then saving my data, but how come the value for the level, coins and all progress is reverted to some value that was stored before?

    I am also having a problem with huge data size See this link

    Is it possible that my data is accumulating every time it saves? For example, the values for levels are not replaced but saved as new instead of only saving the highest level, so in the data there are multiple level values (1,2,3,4....20) and they sometimes conflict and load a wrong (lower level) value. This would explain the huge data size, but what may cause it?

  • Hi, sorry for bumping this pretty old thread. This didn't worked for my screen flickering issue (I am using win10), but it fixed another odd problem I had (that problem actually occured only on my Android 5.1.1 device). My screen was a little rescaled, see the image below:

    Also, the sounds in my app play only after I touch the screen.. and I know it's not my code's fault as this (along with the flickering issue) isn't happening with Crosswalk Webview Plugin included....

    Why am I having issues nobody else does?

    edit: looks like that the problem with the screen is also not fixed, it just happens less frequently....

  • > Yes, they all work even on mobiles without WebGL. Just make sure 'Enable WebGL' is always 'On' in your Project Properites.

    >

    Sadly - this isn't true. It all depends on device's hardware and OS version. As a rule of thumb - you want to avoid Effects if you plan on publishing your game on mobiles.

    If that is true, then how come all effects in my game work on mobile devices?

  • Yes, I'm using Crosswalk, but even without it, the data size is still too big (15mb)....

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  • See where it says local storage?

    Other apps can save there, locally.

    Sorry, I didn't understand much...

    Guys, I need to solve this somehow, my app is on the store and it's 90mb big already, +25mb data (115mb total)

    I've also noticed that when moved to sd card, the total size jumps to 156mb, but when I move it back to storage it becomes 115mb again. I've noticed this on other apps too, but not at this degree. It adds +40MB when on sd card....

    I am saving my data this way: I save an item in a dictionary -> I call a function and in the function I save the the dictionary as an item in LocalStorage (I clear the local storage before saving the dictionary, and that lowers the data size of the app, oddly but true)

    Am I doing something wrong?

  • Yes, they all work even on mobiles without WebGL. Just make sure 'Enable WebGL' is always 'On' in your Project Properites.

  • I think with the bullet Behaviour, the sprite will move forward only. So, I guess you need to remove the "Bullet" behaviour and make your own bullet system. You should give it a shot, it's not too much work.

  • I have disabled the saving of data to LocalStorage in my project, and I've exported and tested it, and the data is now equal to 20MB, and I am not saving ANYTHING!

    Before this, I had exported the game without Crosswalk Webview and and with my data only, and the app data was 15MB..

    What the hell is going on? How can there be data when I am not saving anything?

    How do i fix this pls help

  • How about you simply measure the distance and stop the object if it's too close to the other one?

  • It's best to have a server from where you can get the real time. You can also use a plugin (I'm using this 'Date' plugin, I am not using my PC so I can't give you the download link), but plugins are not using internet, and they show you the date-time of the device which can be manipulated, or hacked...

  • You can't make an animated tiled background. Maybe you should use effects and try to achieve what you want?