WackyToaster's Forum Posts

  • Well that´s just terrible from Googles side... Though it doesn´t fully explain why I have lag with Chrome but no (or significantly less) lag with Samsung internet. Any clue why that may be?

    I´m kinda glad my games timing isn´t based on sound though...

    EDIT: Oh wait, I´m still on Android 7.1.1 so maybe it´s that.

  • I made a test that might show the problem pretty well (make sure you only tap once). The measurements are usually not considered accurate though so take it with a grain of salt.

    wackytoaster.at/parachute/audioLag.c3p

    For explanation, this takes three timing measurements:

    Once the tap is registered, once the audio starts playing and once the audio stops playing.

    And then shows timings based on:

    Duration between registering tap and playing audio, duration from audio start to audio stop and discrepancy between the measured audio duration and the actual audio duration.

    On the Samsung Browser: No audio lag, low duration from tap to audio playing, discrepancy is in the low ms range, 10ms at most or even in the negative. I´d say an expected range.

    On Chrome: Audio lag, low duration from tap to audio playing, discrepancy is often arund 50-60ms.

    As it seems the tap is indeed registered asap, but the audio lags behind? However, 50ms isn´t all that much (3-4 frames) so considering how long the lag is... I dunno if it´s that or only that. Another thing is that the discrepancy sometimes even shows high negative values (-40ms) but there is still a very noticeable lag.

  • What I meant is that you just export the project as html, then import the files into your project files and display the game from there. Obviously you´ll need a list of your games of some sort and a way to switch between them by simply changing the URL of the iframe.

    I noticed that the projects won´t load properly if you import them (because the folder structure isn´t kept on export), unless you exported them as "playable ad" since that only creates a single file. There are some potential issues with this though (it shows a warning about them when you export) But check this out:

    wackytoaster.at/parachute/iframeGames.c3p

    I think it´s also possible to add them (as a regular html export) later. So you could export your app with the iframe pointing at e.g. glokar/index.html and just copy&paste the glokar project into the exported folder. I didn´t test that though.

    And as a third option, since you have them individually uploaded on a website already, you can just load them into the iframe from there. It may require some server settings (CORS) to allow the content to be displayed in an iframe.

  • Samsung Galaxy A8

    website

    Samsung internet Browser (based on an older chromium version): No lag

    Chrome: Some lag

    Firefox: Doesn´t work properly at all, completely broken lmao. I´ve noticed this with some of my projects aswell, they really don´t like Firefox at all. :V

    apk

    Same as Chrome on website, some lag.

    So one could assume that this is maybe caused by some update to Chrome, that hasn´t hit the samsung internet browser yet. What you could try is to change the sprite when "in touch". I tried that and it seemed that the sprite reacts instantly, while the sound is played with a delay. But my delay isn´t as severe as on your side so I´m not 100% sure about it. You could also try older versions of Chromium and see if the issue is solved by that --> in this case Chrome probably effed up something in an update.

  • It should work. As soon as I pull out one of the bars (e.g. Project Bar) and drop it on the second screen (even though it doesn´t show up there) it will reopen in a detached state, like this

    And from there it can be dragged onto the second screen. Closing it will reattach it to the editor.

  • Iframes should work. You can add your games to the local files and load them from there.

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  • Considering that we can use objects as particles, that we can then further control relatively easy with events, what is the benefit?

    (Not that I don´t appreciate you developing plugins!)

  • you could check out the polka dot effect (Note that effects can hog a bunch of performance). The game seems to just check the distance and based on distance display different sprites (that would probably be the most efficient in terms of performance)

  • Just in case... you didn't use 'on tap object' but 'is touching object + trigger once' right? Because the tap action has a delay (by design)

    This thread is relevant for me too. I'm also working on a very timing sensitive app and it works on my phone and all phones I've tested so far.

  • This works fine for me. Did you use "set key" instead of "add key" maybe?

  • I see. I remember someone on the construct community discord was tinkering around with this idea, I don´t remember who it was though. I think it could´ve been Skymen.

    But your best bet is actually limiting the amount of layers and handling it like dop2000 suggested. I don´t know what you intend to let people create with it but there is likely an upper limit of layers that a user actually requires.

    It may be possible to create some sort of rudimentary layer system with the z-order of objects. Create a Sprite that acts as a "Layer" and use the Z-Order action to "Move to object > in front" to move it on that "Layer".

  • Iirc it's not possible. What are you trying to do? Showing/Hiding it should be sufficient.

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  • Be careful with those backgrounds, Nintendo isn´t exactly known to take those things lightly, and I instantly recognized them from SMW.

  • Sweet, though I hoped I'd be able to tinker around with it for free :V on the other hand it's probably good that I can't since tinkering means I'm likely not as productive as I could/should be.

    I'll defenitely buy it though once I have something specific in mind or am free for tinkering!