Rable's Recent Forum Activity

  • Thanks for the answer.

    The first layout is the loader layout, and there is nearly nothing on it (two small images and some texts).

    It's this one ( healersquestgame.com/gametrailer ) but with even less elements, as the title is not present.

    The next layout is just a splash screen so it's probably not that either.

    I'll think about the C3 runtime, but with so many addons not compatible it will be difficult (and very long) for this project.

  • The link to the tutorial sure gives a hint in the section where it is explained how loading actually works:

    1. The page's HTML and Javascript is downloaded. Since the Construct 2 engine is not even downloaded yet, nothing is shown.

    2. Once the Javascript is downloaded (typically very quickly, since the code is small), the default loader appears. (...)

    Well... Step 1 actually takes 10-15 seconds on a very correct phone for me, yet Google states the following in the core app quality document:

    The app loads quickly or provides onscreen feedback to the user (a progress indicator or similar cue) if the app takes longer than two seconds to load.

    developer.android.com/docs/quality-guidelines/core-app-quality

    Currently, I can't apply to this. Can anyone help ? Is it possible to add something in the code exported by C2 to load something so that the screen is at least not black?

    Does C3 reduce that time where nothing is displayed at all? ( Ashley ?)

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  • Thanks for you thoughts.

    Actually the game's Loader Style is already set to "Progress bar only", and still I have a few seconds black screen before the progress bar shows up (not always, and for one second maximum), THEN only the loader layout is displayed.

    Even on a good smartphone, the black screen time before the loader layout is displayed is around 14 seconds, which is HUGE! I just tried and even though "Progress bar only" is selected, the screen is completely black during these 14 seconds. :(

  • Thanks for the suggestion, I'll try that. :)

  • Hi everyone,

    I suppose this has been answered numerous times before, but the search feature of the forum seems to be down (I tag you just in case you didn't know Tom ).

    So I would like to know what I am supposed to do to fasten that horrible black screen I have for a few long seconds before the loading screen actually shows up. Should I reduce the size of something (sounds? music? art assets? code?)? Is the downloading something ? Is it because the loading screen is too heavy (I doubt it as I have nearly nothing on it)?

    Thanks for your help!

  • Hi everyone,

    I'm currently optimizing my desktop game for mobile, so I'm trying to spare every possible bit of CPU usage I can. I noticed something weird: in the debugger, under the profile tab, when I add an include with just a function in it in my main code (under a group, which is possible in C2 as opposite to C3), the CPU usage of that group is supposed to be around 1.5% on a total of roughly 30% used by my game.

    By copying the function into the main event sheet at the place where the include was, and deleting the include, the CPU usage of that group gets down to 0.3%!

    Is this really happening or is it due to the "profile" tab of the debugger not managing this correctly?

    I don't see why includes could be that greedy on CPU usage...

    Thanks!

  • Thanks for your help. I tried exporting an other (smaller) project, and everything works just fine (exported with the same device, tested on the same device).

    Could this still be due to the browser/iOS version, or does this mean there is a problem with my bigger project ?

  • Thanks for the suggestion.

    I removed everything from the loader layout. My loading screen is now just a black screen. Still, the behavior is the same: black screen (loading) then white screen, then black screen again’ then white screen, repeat...

    I remember I just updated to iOS 12 today. Is there any known bugs with it Ashley ?

    the ipa was done with C2 and Phonegap build.

    Could this be a RAM problem?

    Thanks for any help you could provide.

  • Hi everyone,

    I'm currently porting my desktop game on mobile platforms and have a question about how the loading screen works.

    My game runs pretty well on a Huawei Mate 10, which has 4Gb of RAM, but even the loading screen actually crashes on an iPad Mini 2, which has 1Gb of RAM.

    It sounds weird to me that even the loading screen crashes. Could this be due to RAM, or is there something else that needs to be taken into account? Because when inspected with the Debugger, the image memory is only 8Mb during the loader screen, which is very low. Also, I don't preload the sounds at launch of the project by default, they are loaded much later, when loading or starting a game.

    The behavior is always the same: Loading screen is normal until something like 7/8 of the loading, the the screen turns completely white, then the project reloads. It doesn't go back to the "desktop", but reloads instead.

    Any idea of what I have to optimize to make it work?

    Thanks a lot!

  • Hi everyone,

    I would like to know if there is a workaround when exporting with C3 to avoid the 100Mb limit that Google Play has put in place. I know there is a way to add an APK expansion file that can be up to 2 Gb, but as far as I know this isn't possible with C2/C3.

    Is there any way to put a game that's more than 200 Mb on Google Play with C2 / C3 export, or should I optimize hard?

    If not possible, do you nice guys at Scirra plan to implement it anytime soon?

  • Awesome news! Thanks for the update lucid !

  • Hi everyone,

    Just wanted to share that Healer's Quest is part of the official selection for IndieCade Europe 2018.

    indiecade-europe.eu/en/programme/jeux

    In case you missed it, the game is already out and available on Steam (PC).

    store.steampowered.com/app/598490/Healers_Quest

    It's done with C2, as you can imagine.

    Come and say hi if you're planning to come at IndieCade Europe! :)

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Rable

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