Telecs's Forum Posts

  • 8 posts
  • Hi Roberto,

    By any chance, did you manage to find your way through?

    I just encountered the exact same situation while building my game and I was hoping someone figured it out.

  • Quick update:

    If I put all the music in the sounds folder and preload the sounds, I have no leak. However, as soon as I start to try unloading the sounds (to lighten the memory load), I have crashes again.

    As my game has 10 minutes of sounds, it's a 100MB to store in addition to all the visuals... It's not really ideal, especially for low-end devices.

  • Indeed. The unlimited mode was set in order to see more variation in the FPS during the test.

    The game is indeed in V-sync.

  • Hi,

    I'm developing a game in the browser mainly for Apple hardware (I don't have much choice in the matter) and I'm encountering a problem that completely destroys the game experience.

    After countless tests, I'm pretty sure that there is a memory leak when I play music on Apple hardware. Indeed, after playing a certain number of tunes, the game starts to gradually lose fps until it restarts the page due to a memory shortage problem.

    These problems have been seen on Gen 6 iPads and on my old Macbook Pro 2011. On Safari, and also on Chrome.

    For some reason I can't figure out, this problem does not appear on an iPad Pro.

    While testing with a low-end android (wiko), a recent samsung galaxy, a Windows computer, no problem either.

    Possible ways to solve the problem

    I obviously tried a number of things:

    • unload the music once it's finished: it's useless
    • stop the music once it's finished: it's useless (Apple devices don't manage several audio tracks simultaneously and stop the previous track as soon as a new one is launched)
    • I'm starting to wonder if I don't want to turn the music into sounds to test it. Any optinion?

    Has anyone encountered a similar problem?

    To illustrate this problem, I made an example that plays music every second (at -50db not to ruin your ears). The problem explained is fairly well reproduced in this example, but takes a few minutes to crash the page.

    A link to the .c3p

    Thanks for your insights!

  • Hi lucid,

    I recently tried to minify the scripts of my project while exporting and I can't manage to find a way to do it, be it with a simple or advanced minifying. Is it possible that this function is not available as long as we use the Spriter plugin?

    I made tests in a blank project with just an import from Spriter. I did it with the latest beta and the stable version of both C3 and the Spriter plugin on both the C3 desktop and browser versions.

    I must admit I'm at loss. I read the whole thread and didn't see any information regarding this matter.

    Thanks a lot for your future answer.

  • Hi everybody,

    I tried disabling the backspace function when I open my game in firefox and even when I'm using the empty "on key press" event, the browser moves 1 site back whan I press backspace. Does someone have an idea how to proceed to solve this problem? I really need to use this key in my game and I don't see any other way.

    I tested with a simple capx on my website: autofocusgames.ch/test

    Here is the capx

    Thanks a lot!

    Telecs

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • I'm working on the same solution, tried websocket on local server (ws:// and not wss://), I'm wondering if you succeed making a local wss server for websocket, because this will allows me to use iOS mobiles also.

    On this side note, I don't think I'm currently using any secure connection for the server. But I'm sure the iOS players can also connect to the server with the same process as android users. If you wish to discuss this subject further, perhaps could you create a new topic? I would gladly share what was my process so far.

    Telecs

  • Hi,

    Still on the topic of bluetooth, I'm wondering if this plugin allows the use of smartphones as gamepad via bluetooth.

    I'm currently developing a game since last year using smartphones as gamepad and, as you can guess, we encountered lots of problems while trying to get the phones working as gamepad for a fast pace game for up to four players. We explored (almost) every possibility for it (AirConsole, webRTC, websocket) and the most stable result is actually the use of a local websocket server with TCP communications. Although, there are sometimes a few lags and the connection process is far from convenient. That's why I'm inquiring about this new plugin.

    Does anybody have an idea whether this plugin allows 1) a fast communication between a smartphone and a computer and 2) the use of UDP to communicate to the computer the state of each button on the phone screen?

    I admit I had a ray of hope when I saw that a proper bluetooth plugin was implemented since our current solution is far from perfect. I just hope this technology can work in our case!

    Thanks a lot for your insights.

    Telecs

  • 8 posts