Tom_A2020's Forum Posts

  • Thanks Ashley.

    Didn't realise it was that simple.

    Much appreciated.

    Tom

  • I've successfully published an APK for the Play Store but I left the box set to

    Min Version 10.0+

    during export

    As a result, others and myself can't download the app as we're on lower version (newb mistake!)

    I plan to lower min version to a lower version and resubmit the app.

    The question is:

    What is the minimum version Android I can put here?

    Or: how can I tell if my app will work on say version 5.0?

    Is there a tool within Construct that shows which APIs I've used and blocks out say version 5,6,7?

    Thanks

    Tom

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  • Quick follow up on this for anyone with this problem in the future.

    I found the cause of my gradual slow down the longer the game was running:

    Objects being created but not being destroyed when leaving the screen.

    I made several mistakes where objects (or pinned objects) weren't being destroyed when leaving the screen and being allowed to 'live on', causing degradation in performance over time.

    The main reason I'm writing this follow up is to highlight a method I used to get to the bottom of the issue and find the problem sprites.

    It's hard to debug this in most games, where you're not spawning a huge number of objects at a time. You'd need to leave your game running a long time to see where the game was slowing down.

    One good way around this is to create tests in your game where you take each object at a time, and spawn that object many times. I spawned one object every 0.01 seconds using the Every X seconds event.

    Then use debug layout and check that the objects on screen count reaches and stays at a stable level. IE as it's not going up - and objects are being destroyed just as fast as they're being created.

    If they're being destroyed properly upon leaving the screen, or the layout, the count will remain stable.

    There's several handy ways to destroy objects that leave the screen on Construct:

    - Checking their position on the layout

    - Using has left layout behaviour

    - Using the inverted 'is on screen' event

    TL;DR

    1) If your game is slowing down over time, check objects are being created and destroyed properly.

    2) Test each object separately.

    3) Create a simple test in your game to spawn HUGE numbers of each object you are testing to save testing time.

    4) Check the OBJECT COUNT in Debug layout

    Peace out!

  • Thanks for the replies!

    chadorireborn - you mentioned something I wanted to ask about:

    "it should always be used with caution and batched in a single cycle."

    I have been careful with every tick but have around 5 running concurrently.

    Generally speaking, would having one on tick event, with all actions within that one be better for performance?

    Thanks again - I've checked the number of objects using debug layout and it's also fine.

  • Hi,

    I've got an issue on my game where the longer it runs, the slower it gets.

    Could someone please point me to any resources on how to debug this on Construct 3?

    I'm guessing I'm not destroying something that's leaving the screen correctly but would like to find out specifically what the cause is.

    Thanks as always

    Tom

  • Hi everyone,

    Been working on this game and have made some changes on it. I wasn't really happy with the first version as it just didn't quite feel right.

    scaryhamster.com/games/geo12

    Main changes

    - Changed the controls from press to flap to holding down space / screen makes him fly. I like the feel a bit better and it's a smoother experience.

    - Added a new soundtrack to the main level as the accordion got a bit annoying (The new one is more chilled)

    - Changed the collectibles to gold and added the value for each one.

    - New collectibles like the floating bouy and challenge circles, where the player is tempted to go for more score by risking their neck.

    - New bird enemies as the old ones got a bit boring (Purple swoopers, gray birds, orange hovering birds)

    - Added the blue boss at the end of each 'loop'- Added some other baddies like the drone- Made it a lot easier, although it gets harder over time

    - The water now has reflection on it as well

    Thanks for the help everyone.

  • As I understand it, it's not possible to start audio playing when a game first loads on mobile (HTML5).

    I'm just wondering what the best practice is for this. I know Xbox games have a screen where you 'press any button' - is this the norm for mobile HTML5 games?

    Or am I missing something else?

    Thanks!

    Tom

  • Hey Sean,

    Thanks for taking the time to test the game and for the feedback.

    Totally agree and I'll get to fixing those.

    Thanks - much appreciate it! :D

  • Here's the ones I use for my game. I'm not affiliated with any of them. Some of them are free, some are paid. :)

    fesliyanstudios.com/royalty-free-music

    playonloop.com/royalty-free-music/action-and-trailer

    bensound.com/royalty-free-music/cinematic/2

    incompetech.filmmusic.io/genres/cinematic/page-2

    storyblocks.com

    pond5.com/royalty-free-music

    Good luck and happy hunting!

  • I'm going to try and post more on the forums.

    I've been able to find the answer to pretty much every problem I've had with construct searching google for : construct 3 how to XYZ

    There's normally 3 threads at least on what I need. :)

    I'll try to answer at least one of those posts every day. I'm not an expert though but will do my best. :)

  • Love the artwork you've got here. Think we've just commented on each other's games! :)

    The rain effect is really cool and shows what can be done with the particle effect in Construct.

    Can't wait to see the game and test it out.

    EDIT: Do you do your own artwork? If so, what are you using to make it? Nice crisp graphics there!

    Cheers

  • Hi Bungalow

    Just reading your post over but one thing that jumped out is you can disable and enable collisions pretty easily. It would get around the problem but if you want to post a link to your file I'll happily take a look at it. :)

    I had a problem like this on my game where a barrier was slowly destroyed by aliens. The problem was that the collision was happening again and again.

    It was caused by different animations having different polygon collision shapes. Have you checked those?

    Tom

  • Hey TeeJam,

    Thanks for checking out the game. Much appreciated :)

    Oh and thanks for spotting that bug - I'll go squash it now.

    All the best!