otomecha's Recent Forum Activity

  • Local Storage will not be reset when the game is updated. Unless the user uninstalls the game and then installs a new version.

    Thank you!

  • Hello!

    I am working on a wardrobe feature for my game. You can get some of the outfits through in app purchases, and others through ads.

    I'm worried about what would happen when I update my app. For people who purchased them, it's no problem, it's tied to googleplay. However for people who unlocked things through ads... If I store them in local storage, I may lose them after an update, right?

    Is there any solution to that?

    Thank you very much!

  • Hello!

    I recently introduced a new update in my game. I use the native ads plugin for admob and tried to replicate something that worked in my previous version (with banners), now with rewarded interstitials.

    Basically I created 2 ad units in admob with different floors. And told the game to load one ID, and if that one failed, to load the other ID. Admob shows viewers for both, so it works.

    This works. However, when I tried to do the same with rewarded interstitials it doesn't work... and I really don't know why. Since apparently it follows the same logic...

    Any idea on why or alternative solutions? :/

    Thank you very much!

    Tagged:

  • Hello!

    I've noticed something strange happening with the children with tweens when rotating the parent. I'm not sure this happened month ago though, I had some tweens acting funny in the last releases...

    So I have some characters made of pieces (body, right arm, left arm... etc) I call this on start layout.

    Also on start layout I have my tweens...

    This works okay for all the children of body (they rotate and keep the tweening okay) Except for the arms.. Am I missing something? Is there any other way of doing this?

    Here's a video of the issue:

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    Thank you very much :3

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  • > Those are the collisions... Not sure if it's too high, I don't have a reference.

    Is this before or after you made those changed to the events?

    ~200 collisions per tick is perfectly fine. Even 1000-2000 per tick should not be causing major lags on mobile. So if the game still runs poorly on mobile, then the issue is with something else.

    Make sure that Framerate Mode is set to "V-synced" in project properties.

    Thank you! I made a build with the change you suggested and it already feels better on device! This helped A LOT!

    It's V-syched.

    The scene is very big and has a lot of objects, so I do expect some lag on low end devices. Mine is not very good actually, but it runs well rn (redmi note 9s).

    Is checking CPU consumtion list a good practice to spot stuff that is taking a lot of usage? I'm trying to optimize the game, but I'm not sure what other thing I can check.

  • I believe that the physical behavior consumes a lot of memory, maybe if you use the platform behavior, it improves performance, but you have to regulate the speed of the drop

    Hey! Thank you for this idea! I may try to prototype something with this to see if it could potentially work.

  • How many collision and poly checks per second your game does? You can check these values in the debug view.

    You can try disabling groups of events to see if the performance improves. It's possible that the problem is not with physics, but with lots of events running on every tick.

    I also suggest adding a parent condition "Body Physics is enabled" to the event which disabled Physics:

    > Body Physics is enabled
    ... Body is overlapping floors
    ... Or Body is overlapping floor_tiled : Body Disable Physics
    

    This will reduce the number of collision checks.

    And do the same for other events in that group.

    Thank you this worked like a charm! it's no longer on top of CPU consumption!!!

    Those are the collisions... Not sure if it's too high, I don't have a reference.

    Since the game is about drag and dropping objects/characters I have a lot of 'is overlapping' things. Not sure if there's a better way to do that.

  • Hello!

    I have some performance issues in my project and aftwer a graphic cleanse I wanted to start looking at the debug console for CPU usage.

    My game is "doll house" kind of game and I use physics in a very simple way, I want objects to fall down until they reach the floor.See an example:

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    Physics are deactivated in my objects by default, and only activated when drag starts.

    In order to check the collisions I use overlap.

    This works perfectly, but seems to be very CPU consuming. It runs good on my PC, but in android devices can be laggy.

    I'm not sure if there's a better way to achieve the same result?

    Thank you for your time!

  • 1.

    Conceptually they should be the same. The graphics card can draw tiled textures just as fast a non tiled ones.

    2.

    You’ll have to look in the manual/blog posts about it. C3 had more work on the atlasing of textures so it’s probably all lumped together when it can. Power of two textures shouldn’t matter. That is handled behind the scenes with construct. Atlasing is to use less vram mostly.

    3.

    Construct’s renderer is batched. Which just means it draws as many objects with the same texture all at once with one draw call. They are always bragging about the speed of that in blogs

    Thank you!!! It's all clear now.

  • Hello!

    I have some performance issues in my project (the layout is big and full of sprites) and I wanted to start doing some graphics cleanse.

    I have some doubts:

    1) Is there a performance difference between a stretched sprite VS a tiled image? In some cases I don't have a pattern (or the pattern is horizontal and can be stretched. (See image below).

    2) My game is for android only. Sprites are usually compiled in atlases, but are tiled images part of them? Is it worth it to make them power of two if not?

    3) If I have the same sprite repeated, does it have multiple drawcalls?

    Thank you very much!

  • I'm only really familiar with android and I know that Google cache the purchases on the user's device so it should work while offline.

    That's correct what you wrote in the last post if I'm understanding it correctly, you can use a variable to toggle something when you receive info about the purchases, not to track whether they have purchased something on a long term basis.

    I know it's not good to use local storage to track purchases as people can swap devices and then the purchases are missing. For the banner I guess design the events in a way that you don't start showing banners until you've checked for the purchase.

    Thank you!!

  • I thought the app stores tracked purchases, should you be using local storage?

    You mean that instead of having the unlocked variable saved, I do actually check iin the main layout whether I have the item and flag the variable from there? I think it's something I can try, actually. It may solve of the cache issues I have with updates.

    The only two issues I see are:

    Will this work with no internet connection?

    Will it get the info fast enough not to show the banner I have in the main screen? (By this purchase you get rid of ads)

    Thank you for your response!

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otomecha

Member since 26 Mar, 2015

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