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  • Every tick do this:

    clock= GameTime-(time-StartTime)

    text = int(clock)

    text append Text ":"&(int((clock*100)%60), 2)

    GameTime is global variable set to 15

    StartTime is global variable , set it to System>time at start of layout

    clock is global variable which will count seconds and hundredths of seconds from 15 down

    That should do it

  • I am category 4

    Have Construct 3 subscription, but have not used it for a single game yet. Keep using Construct 2

    Why? I guess I have too many games at 50 - 90% done in Construct 2 and want to finish them where they were started. So far I've only used version 3 to test some exports.

  • I'm guessing that with some PHP backend and Ajax calls that pretty much any HTML can be integrated with C3, including advertisements.

    Probably, but it seems it would be much cleaner, not to mention easier if Scirra could provide a plugin for CPMStar ads, but I get a feeling that they do not really care much about the monetizing part. They basically give us a very good 2D engine to make games, and leave the rest to us. Fair enough I guess, but it could also help their business if people knew it was as easy to add ads as it was with Flash games.

  • Yeah, but I think the requirement for adsense for games is a minimum of 1,000,000 monthly game impressions

  • In game ads work only with Flash games, which is basically useless these days.

    Since web site ads are basically html, something could be worked out to add them to Construct games.

    You can do it right now if you use iFrame to display them, but there should be a better solution.

    And they do have separate mobile ads I think, you do not get access to those unless you sign up specifically for them.

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  • Somebody posted here a while back and I think he mentioned making $69,000 over 3 years with one game on google playstore.

    Players do not care what you use to make games, so when it comes to 2D whether it is Unity or Construct or something else makes little difference. No reason not to be able to make money with Construct games.

    I think Construct should be much better at/easier to use with something like CPMStar ads, and adsense if possible. I used to make $100+ per day with Flash games and CPMStar ads and Construct has absolutely zero support for that. The only way to do anything about it is finding your own way to pull it off, iFrames and such which is not ideal. This last paragraph is mostly to web/html 5 exports

  • With very rapid clicking how do you even count it to know whether it is accurate. You may think you've clicked 4 or 5 times really quickly when in reality you've only clicked 3 times. It is much easier to make this mistake than you think. Alternate guitar picking is a great example of this. When you get to really fast tempos, most people have no idea how many actual notes they pick. They will swear that they do, but they really do not. They often under or over pick.

    So your game may already be keeping up just fine, but it is you who thinks is faster than you actually are

  • Yeah, If I understand this correctly, we are talking about web/HTML5 exports using ( for example ) adsense or ads for games and if so this is definitely where Construct fails. Then there are issues with Google itself limiting where and how you can show adsense.

    Gone are the days where you can just place adsense around game window. Most games are played full screen these days on desktop and especially on mobiles. We really could use an option to display adsense ( or go with CPM Star ) within games, before game starts, end of game and so on.

  • 409 pixels? I usually do not go over HD 1920 x 1080 for backgroundsprites, and someties it has to be that, you cannot tile these things.

    One could slice it up into 5 or 6 smaller images I guess, but is it really worth it?. Which device cannot show a simple 1920 x 1080 image?

  • So if I'm correct the RAM usage is MUCH higher than if every object type had its own spritesheet, as in C2. This is probably why the game is crashing all the time when exported with C3.

    From my recent experience I would say yes, that is exactly why it's crashing.

    I was lucky enough that some basic cleaning up/cropping of all images did the trick and reduced RAM usage enough so that Construct 2 export now works, as I was already in the process of trying to figure out how to split things over 2 layouts and halve RAM usage, and that would have been somewhere between pain in the ass to impossible.

    I don't know what your case is, maybe it is possible to split things over 2 layouts. Can't think of any other options.

    You know, move half of the stuff to another layout, and do the old school, fade when entering a door or a cave and switch to that layout, same when you go back. But without knowing what your game is I am kind of just guessing.

    That would solve the RAM issue, but not the total download issue you have.

  • My game started crashing on some iPhones after adding more players. Turned out it was due to RAM usage. As soon as I reduced that it worked again, so everything points to that.

    having said that there are some possible issues here:

    On a couple of my attempts, using Construct 3 to export this game ( game itself is 100% Construct 2 )

    it started crashing even on other phones, again because Construct 3's Spritesheets use more RAM.

    As for game/download size:

    I did use PNGoo to recompress images after export, because recompressing in Construct 3 did very little.

    With my method the final game was around 13 MB, using only Construct 2 or 3 compression it is at least double that size.

    So, having spriteshhet option to revert to Construct 2 way, seems like would definitely help in situations like this ( with RAM issues ), but unless I am missing something using externaal software to reduce download size still seems to be the only option

  • Yeah, exporting the same game with Construct 3 made it not work even on my Galaxy with 3GB of RAM, so I guess that export was using even more RAM, as suggested by that thread.

    In case anybody else runs into this, I solved it by going through all images and cropping them. Did save quite a bit and now it runs on iPhone 6 and 7, where it was crashing before.

    Just to clarify this is not the actual mobile app, this is HTML 5 export running on mobiles.

    So if your game is over 500 MB in RAM ( according to debugger ) and crashes on mobiles, check that first. Error you get doesn't really tell you anything other than the obvious which is that something went wrong

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BadMario

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