Bert's Recent Forum Activity

  • Yes both iphones are running ios5. Smitchell when you run your game in C2 preview, how much RAM does it use, and how much of your cpu?

  • Has anyone made a C2 game and put it on the android market or iTunes?

    I'm just wondering if it is possible. My game is pretty simple. No physics, no platform, pretty much just the 8way control and solid walls. It runs about 3-4% of my computers cpu, and gets 60fps easily. On mobile devices it is a problem. iphone3 crashes right away, iphone4 and single cpu android load it up but run at less then 1fps. I haven't tried iphone4s or dual cpu driod yet, but can't see it getting much better.

  • I've output both html5 and appmobi from C2. the html5 works in appmobi, but the appmobi output freezes in appmobi at the end of the load screen.

  • What I've been talking about is different. It saves my settings, lets say 125x125 and that is what it shows, but unless you re-type 125x125 it still snaps at a value of 32x32.

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  • Could you be more specific on which appmobi scipts need to be removed from the html?

  • if this is solved could you point to the "other thread"

  • Thanks for the reply Ashley. Yes I had already read the performance tips, that was helpful, but it doesn't talk about reducing RAM usage. It seems like that would be directly connected to the amount/size of sprites(is it?). I've also since tested in Internet explorer which only uses a little over 100MB of RAM. Firefox must be doing something unnecessary. Seems the same even with the space blaster demo(it uses about 450MB in firefox). Thanks again.

  • I'm trying to get my game to perform better so it can be a phone app. Right now it uses about 1.2GB of RAM in firefox. The game runs at 640x960. There are a lot of sprites and a lot of layouts. My thought was to reduce the size to 320x480. This would involve replacing all sprites with half size files(this is a lot of work) and then globally scaling everything in construct to 320x480(this step can be done easily with a layer scale event). Just wondering if this will work, before I go down this road, or if there are any other ideas on how to reduce the game RAM usage. Also is there a RAM limit, before phone performance is effected?

  • When using the snap to pixel tool, the values need to be re-typed every time it is turned on(not just checked on and off, but when a different layout is opened). The will display whatever value you used last, but will always be 32x32(the default) until you re-type both of them. A user preference for this would be nice(just a thought).

  • I got it to work now, thanks for all the advice. I will post a basic step by step so any other noobs out there don't have to bother you.

    Global variable:level_progress

    system-on end of layout-WebStorage-Set local key "save" to level_progress

    system-on start of layout-system-Set level_progress to WebStorage.LocalValue("save")

    this should work as an auto save for any game with levels.

  • I still can't get it to work. I guess I need a sample file or a quick step by step. I must be the only one on this website that can't save a game, so if anyone would be so kind as to send me a sample project with a save game feature that would be wonderful.

  • Thanks for the response, that makes sense, but it's still not working for me. Does the output need to be on a server to save? Here is the we storage section of my event sheet:

    <event-block>

                <conditions>

                   <condition id="-2" name="On start of layout" type="System" />

                </conditions>

                <actions>

                   <action id="0" name="Set local value" type="WebStorage">

                        <param id="0" name="Key">"save_level"</param>

                        <param id="1" name="Value">level_progress</param>

                   </action>

                </actions>

            </event-block>

    Not sure if that helps. I set it the way you said. Should this happen "at the start of layout"?(meaning is that causing a problem?)

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Bert

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