rtkiii's Forum Posts

  • Thanks to everyone who helped me along this journey.

    Quiz Quest: Basic Math Edition!

    apps.apple.com/us/app/quiz-quest-basic-math-edition/id1480731832

    Tagged:

  • Good enough for me...great idea! I usually delete my previous Xcode session before going to my next version. But this is a great suggestion!

    Thanks and good luck on your next release!

  • Hello everyone,

    I am working on an iOS rollout and discovered that the icons that CS3 sends over to Xcode are just the CS3 icon. I nkow with Android rollouts you change the "icons" inside of CS3 with the icon you want and that worked great. But the same method did not work with iOS. I have roughly 25 icons that I need to put into xcode(which I have done) but from what I can tell if I do an update and redo my xcode project I'll need to manually pull them in again.

    Is there a place in CS3 where I can add these 25 icons so when I export from CS3 into Xcode they automatically populate?

    Thanks for any ideas,

    Rich

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  • There is a beta release on Google Play and iOS is pending approval!!!!!!!

    Stoaked!

    Thanks for all the help and support as this project progressed!

  • Construct 3 uses a different spritesheeting algorithm that is better at combining multiple objects on to the same spritesheet. However if you do things like create lots of objects dynamically at runtime without them being placed on the layout, this can cause higher memory usage as Construct doesn't know ahead of time how to group objects on spritesheets according to when they're used together. See memory usage in the manual for more information on best practices.

    If that doesn't help solve it, you can try reducing the spritesheet size in project properties. It can help increase the granularity of image loading, which can bring down the overall memory use.

    I found a related post where it talks about layers and transparencies which freed up a lot of space and memory but alas I still have crashing when testing on an ipad air 2.

    It is far from a labor intensive game but it does jump back and forth between layers often and I think the memory is hitting a max and crashing, maybe? Everything on screen in the layout is there at the start.

    Testing Process - (RAM estimates based of my memory but can get more exact numbers if needed)

    Start Game - Logo Layout(this displays my company logo)(50 MB Ram)

    Takes you to Main Menu((97 MB RAM)

    Click on "Story Mode" Button which takes you to Intro_1 Layout to do a small cutscene(97 MB RAM - this is skipable but for testing sake I run through the whole intro)

    This progresses to Intro_2(217 MB RAM)

    This progresses to Intro_3(150MB RAM)

    This takes you to Player_Select(55 MB RAM)

    This takes you to name Entry Layout(50 MB RAM)

    This Takes you to Wold_Map(100 MB RAM)

    This takes you to the game playl oop

    Game loop

    Roll dice on Stage 1 layout(98 MB RAM)

    Takes you to Enemy Prep layout(56 MB RAM)

    Takes you to Trivia Question Layout(150 MB RAM) - answers all correct answers(2-10 questions depending on enemy)

    Takes you to Enemy Defeated Layout(58 MB)

    Takes you to Stage 1(or whatever level you are on) - REPEAT

    So I find I can get to about the 3rd stage layout which can mean the loop went through about 15-20 times or so and the game resets on the ipad. I have done my best to get the RAM numbers down from like 450 for most of the layouts to a good portion being under 100 MB. I am planning on testing on more devices but I guess I do not understand why it keeps crashing and hoping someone can shed some more light.

    Thanks,

    Rich

  • rtkiii:

    If you can't publish the game while you only getting this warning, you just need to finish every single step in the google play console (like store listing and so on). If you completed every task, you can start uploading internal tests / alphas / betas or even live versions.

    Best regards.

    Yeah this was the result...I have set up for beta testing. Sorry I meant to post back in this thread.

    Thanks for the info!

  • Ok cool. I cannot seem how to get around the warning but I'll do some digging. Thanks for the info plinkie. I have added you to the "special Thanks" in the credits due to all your guidance through out my project :)

  • Hey everyone,

    Trying to get my latest game out to the play store but I am seeing and error I have never seen before. I have published 3 other games with CS2 with no issue. But my first game with CS3 I get the below message. Is this something others have seen and have a work around or do I need to try using this Android App Bundle? Game is 84MB in size.

    Thanks for any info

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  • Hello all,

    Doing some cleanup up my game and I want to remove duplicate numbers in the practice section of the game. Currently I use this to get my random answers for the player to choose from. This works great for what I need but give duplicates from time to time. Is there a good way to get rid of the duplicates?

    Thanks for any help,

    Rich

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  • Ok. I have 100MPS and I thought it was fine before but maybe I was always doing a local save.

    Thanks

  • This was working fine last week but when i try to save to cloud or export to iOS it is taking a very long time. It does eventually finish but something like saving that took seconds previously is now taking 5 minutes or longer.

    Thanks,

    Rich

  • friendly bump for the devs

  • Hey everyone,

    Been working on on Math Quest for a few months and this trivia game is far from a memory hog but I have issues with the game restarting itself from time to time on iOS. No issues at all on PC.

    Let me walk this back some...Originally my game was crashing on all iOS devices when it got to the intro of the game but worked fine on my PC. My estimated RAM in CS2 for the entire game was listed at 850MB or something like that. I discovered that some of my layouts were using showing 400-600MB of RAM in CS2. So I worked on getting all my layouts to be 170MB or under in CS2. Saved as file and opened in CS3 to export to iOS. With all the changes the estimated RAM for the entire game is down to around 350MB, i believe. This was a good learning experience for sure and I thought I had a grasp on things. :)

    Started testing again and found some layouts we still crashing(by crashing I mean the game would just restart itself). Referenced layouts in CS3 and the bigger ones that were roughly 170MB in CS2 were showing as 400+ MB in CS3. I am not sure why but I worked on getting those down in CS3 and exported again.

    Started testing again on iPhone X and it seems to work ok.

    Started tested again on iPad Air 2 and it crashed after one play-through.

    so this leads me to my questions.

    - Why is CS2 showing the RAM preview as when debugging a layout at 170MB but CS3 shows it at 400MB for the exact same layout?

    - Why is memory an issue if Apple sites show their RAM allowance is now 4GB, which I am not even glose too.

    - If multiple play-through can suck up the RAM is there a way to reset the RAM at the start of a new play-through?

    Thanks,

    Rich

  • I was able to get this to work but I disabled the array all together and used a different approach. It required me doing the task 5 times in CS2 but in the end it works and that is all I care about. :) While doing this I did add an IDLE animation for each of the characters too...so thanks for the suggestion on that!

  • Your values are backwards. correct/asked

    Damnit! I looked at like 10 times and my brain said "Yes that is right."

    Maybe I should not be making a math game :)

    Thanks for helping me out.