Zero999's Forum Posts

  • I'm testing my apk compiled in C3 and it's showing significant stuttering when compared to the same build from C2, where it rarely happened. Is there anything I can do to change that? Maybe some of the options when exporting the project?

    Also, the loading logo takes up the whole screen for a few seconds (white screen with the stretched logo in the middle) when I open the app.

  • You should select Yes, since your app uses advertising ID.

    I do not believe this is related to your app review though..

    So, I should say yes simply because any game from Construct 3 will have this advertising ID by default, right? And like the other poster showed, I should check the box for advertising and marketing as the reason?

  • Google asks if my game has one. An answer is required for publishing.

  • I was testing my project from Construct 2. I exported it as cordova and compiled it into an app using Reinarte. Upon trying to upload it to Google Play console, I was informed it needed to target the api 31. Some research lead to the information that I would need Construct 3 to get that. I used Construct 3, exported as cordova, compiled once again with Reinarte and Google still said the app didn't support api 31, only 30.

    Am I doing something wrong? I see other options for exporting in Construct 3 that already give me an apk or aab but how do I change the splash arts and loading logos in that case?

  • I just got C3 and my C2 project which previously resulted in around 34mb Cordova file is now ending up as 68mb when exporting using C3. Anything I can do to change that?

  • It just aesthetic judgement whether extra information won't clutter entire game look.

    How could text lines limited to the credits screen affect the game's look?

  • Not necessity and it's up to you as a game developer. Crediting Construct Team or it's product also can't be wrong. As a consideration by including them in your game will it still visually fit? Or it is such kind of appreciation to thanks software developer behind that help you actualizing the game.

    Thanks for the answer. Also, what do you mean by the bolded?

  • Simple question. I will soon be finishing my first game in Construct 2. Do I have to say the game was developed in Construct 2 during the credits?

  • First off, I recommend you confirm that resolution is actually the culprit of low fps before you ask the wrong question, or spend a lot of effort fixing it when it wasn't the problem to begin with.

    Besides that, that's not exactly how resolution and performance is related. No matter what resolution your sprites are, the device still has to up/downscale them and draw as many actual pixels as it needs to fill up the screen.

    What does matter is memory use - your source images will be loaded into memory at their original resolution no matter what the device up or downscales them to after. This can cause issues if your total memory use goes over the available VRAM on the user's device. So to lower your VRAM use, you would need to change the sprites in your project use lower resolution textures/images.

    However, do note again that if slowdowns only occur when a lot of objects are on screen, I find it unlikely that texture resolution is your problem. See construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips and construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768 for more information.

    Depending on your definition of "many objects" and the capabilities of your target device, you might simply just have to reduce the number of objects on screen at any given time. There are tools to help measure this if you search "Performance" in the examples browser.

    I'm aware of the potential improvements of less objects on screen but is the internal resolution fixed? I made the game around the 1080p resolution so that devices with those screens could run it without stretching things up. I also assumed it would be easy to set different resolution modes so weaker devices could run it.

  • I'm almost done with my Construct 2 game. I set the project screen to 1080x1920 and have the assets resolution accordingly. I simply assumed resolution could be adjusted for each device. I'm now testing the game on mobile and segments with many objects on screen are having slow downs.

    Is there a way to manually change the resolution the game is rendered in order to improve performance? Like, what if I set the canvas size to 720x1280 and layout scale to 0.6666? Would that make the game lighter? I really hope this can be done without major changes to the game.

  • > > Have you proven that the same tick is the issue? It doesn't sound like it from what you're describing. Use 'enemy on destroyed'.

    >

    > The setup I use is that on enemy of x color destroyed, another sprite representing the count spawns the next one and is destroyed. Like, at 0 lights on, enemy is destroyed, the 0 lights sprite spawns the one light sprite and gets destroyed. When the 4 light sprite spawns, the combo count goes up, the score increases accordingly and the lights go back to 0. It works just fine but when more than one enemy is destroyed at the same time, only one light changes. As if a single enemy was destroyed.

    >

    > To check it up, I created a global variable that increases by one when an enemy is destroyed. And while it does increase by the correct number of enemies destroyed, it is instant. Like, destroying 8 enemies at the same time makes the count go from 0 to 8 right away instead of counting from 1 to 8 fast.

    >

    > I wonder if it could work by using this number for the events instead. Like, when this variable equals 1, make the one light sprite visible. If it's equal or above 4, spawn the 4 lights sprite, do the score thing, then subtract 4 from it. This way if say, 8 enemies are destroyed at once, the count of 8 would spawn the 4 lights and score, subtract 4 from itself and become 4, do the 4 lights and score increase again and go to zero. 9 enemies destroyed at once would do all that and set the count to 1 at the end.

    Better if you share the events and tell us what you want. Of course if you use on destroyed then the variable will increase as fast as the enemies are destroyed, if that's a problem then show us why.

    I just tried the new setup and it works. I have a global variable for each color of enemy. On destroyed enemy, the apropriate variable increases by 1. when it reaches 4 or more it increases the score by 200 x the combo counter (starts at 1), then doubles the combo counter (up to 4096) and subtracts 4 from itself. If an x colored enemy dies while one of the other counters is above 0, it resets the combo counter to 1 and the other color counter to 0. So if the player maintains a streak, every 4th enemy adds a lot more to the score.

    Lastly, if a counter is 1,2 or 3, the correct sprite displaying the number of lights will be made visible.

  • Are you increasing this variable number in the same condition that checks the colision?

    I would suggest trying to increase it using the condition:

    Sprite -> On Destroyed

    Everything was already -> on destroyed. I'll see if the new setup works later.

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  • Have you proven that the same tick is the issue? It doesn't sound like it from what you're describing. Use 'enemy on destroyed'.

    The setup I use is that on enemy of x color destroyed, another sprite representing the count spawns the next one and is destroyed. Like, at 0 lights on, enemy is destroyed, the 0 lights sprite spawns the one light sprite and gets destroyed. When the 4 light sprite spawns, the combo count goes up, the score increases accordingly and the lights go back to 0. It works just fine but when more than one enemy is destroyed at the same time, only one light changes. As if a single enemy was destroyed.

    To check it up, I created a global variable that increases by one when an enemy is destroyed. And while it does increase by the correct number of enemies destroyed, it is instant. Like, destroying 8 enemies at the same time makes the count go from 0 to 8 right away instead of counting from 1 to 8 fast.

    I wonder if it could work by using this number for the events instead. Like, when this variable equals 1, make the one light sprite visible. If it's equal or above 4, spawn the 4 lights sprite, do the score thing, then subtract 4 from it. This way if say, 8 enemies are destroyed at once, the count of 8 would spawn the 4 lights and score, subtract 4 from itself and become 4, do the 4 lights and score increase again and go to zero. 9 enemies destroyed at once would do all that and set the count to 1 at the end.

  • I'm using construct 2. My game has a scoring system that awards more points when 4 enemies of the same color are destroyed in a row. The basis I created works fine but there's a problem. Some of the player's attacks can destroy more than one enemy on the same tick. This makes the game register just one kill and really screws with the design.

    I attempted to tie the event to the animation of the following explosion instead: explosion on spawn- set animation speed to self.UDI so each explosion has slightly different animation speeds and reaches the target frame at different ticks. explosion on animation frame x- do the score event.

    That didn't work either. Anyone know how I can pull this off?

  • > move with touch example

    >

    > <img src="https://dl.dropboxusercontent.com/u/143636437/examples%20for%20web/Ashampoo_Snap_2014.02.05_22h08m05s_002.png" border="0">

    looks simple enough, I'll try it.

    It doesn't work. since the variables are the same, the sprite doesn't move.