tarek2's Recent Forum Activity

  • NN81

    [quote:3fzrh5vp]your code too work fine just change the Sprite's Deafault animation frame size to same as frames sizes of Animation2.

    That's not really convenient for me as I have one object as a placeholder to hold many different animation and frames all different sizes example you cannot put a Tree the same size as the Rock will lose the quality and look weird this is just one example.

    To be honest I could do this in different ways to get it to work here is one

    https://www.dropbox.com/s/p44jh0y07tzvx1k/Animation%20Bug2.capx?dl=0

    But I'm not really happy with that hack, and that doesn't explain why the trigger doesn't work, I still think is a bug unless I miss some other info that I don't yet

    Thank you

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  • NN81

    [quote:27hs59d2]your code too work fine just change the Sprite's Deafault animation frame size to same as frames sizes of Animation2.

    That's not really convenient for me as I have one object as a placeholder to hold many different animation and frames all different sizes example you cant put a Tree the same size as the Rock will lose the quality and look weird this is just one example.

    To be honest I could do this in different ways to get it to work here is one

    https://www.dropbox.com/s/p44jh0y07tzvx1k/Animation%20Bug2.capx?dl=0

    But I'm not really happy with that hack, and that doesn't explain why the trigger doesn't work, I still think is a bug unless I miss some other info that I don't yet

    Thank you

  • Hi NN81

    Thank you, the only problem I was looking more to do it With triggers as they are Many instances of the same object and to avoid keep looping through each instance every thick just to correct the size I would like to find a solution with triggers if it exists.

    I'm more interested in the reason behind why is not working as it should trigger after the animation finishes it make sense for me but I cant understand why doesn't work

    Thanks for your help anyway

  • Hi

    I'm having some trouble lately with the triggers, in this case, is with the (on Animation Finished)

    After the Animation finish, I change the Animation & size to 64x64 but it doesn't work maybe again I did something really stupid that I cant see or this is a bug??

    How to reproduce:

    Left click Mouse to start the animation & on animation finish, you can right-click on any tile it will update the text object to display the UID & Size of that tile

    The size of the tiles after animation finished it should change to 64x64 but it doesn't work

    Capx: https://www.dropbox.com/s/m3698pqez19euyn/Animation%20Bug1.capx?dl=0

    I'm using the last stable release r250 just in case you cant open it

  • Same thing here tested on four iPhones and all of them gives the Black screen, I followed many tutorials and no luck is there any fix for this?

  • I am also interested in an answer to all these questions!

    I saw many people asking the same question but there is no concrete answer, lets see if someone can give us a hand

  • If you just want to test, why not use Remo te Preview?

    Yeah Ashley thanks but that is what I been using for a long time the c2 Remote Preview , The Remote Preview from c3 it takes very very long time for me to load is not very suitable at the moment if you wanna make quick changes to test things quickly Plus scan the link every time etc...., the construct 2 in the other hand is perfect it loads straight away doesn't matter how big is the size of the project.

    But the real issue why I wanna test on phones without the Remote Preview is that I'm having some trouble to debug performance as sometimes it will give good performance and sometimes the same capx without changing anything at all it will give a completely different performance so I thought maybe by testing directly on the phone will give more accurate results just to make sure that I'm going in the right direction to avoid big surprise at the end and spend les time worring about the results from c2 Remote Preview as is sllowing me down quite a lot, I thought testing directly on the phones without Remote preview is the most correct and most used method by collegues here on the forum? unless I misunderstood something

  • Hi

    I have been all day looking at tutorials and staff but most of them they dealing with Publishing the Games to the stores I'm still confused like at the beginning as I just wanna test for now on the devices to check the real performance (Not Publishing). I have many questions I hope someone can give me a hand and guide me in the right direction.

    -I'm using the C3 build service and has two options (Cordoba &

    Xcode) which one do I have to choose

    -Do I need developers account for just testing the devices (not

    Publishing)

    -The same as above Do I need a Mac for just testing the devices (not

    Publishing)

    -If I can use windows Pc how can I install the zip.File that gives c3 --

    exporter after exporting and install it directly to the iPhone and test it

    -Is there any tutorial around that I missed showing how to export and test on devices

    -Installing and testing on the devices does it give 100% accurate performance not estimate like c2 does? Meaning those results will be accurate and will be the same as if you have published to the store

    Sorry for too many questions but I'm completely new to this

  • Both of them measure 5-10% CPU for me. The iPhone 4 is pretty old and is stuck with iOS 7 - now four versions behind - so if you only see a difference there, it may just be that old versions of Safari don't optimise the JavaScript so well.

    I don't think so if it was Anything related to JavaScript it will perform the same (with or without) Containers here you can see very clear just by adding an object to a container without any picking involving between this two objects it affects the performance Badly so I think is a bug from C2 and looks pretty serious

    I mentioned Iphone4 because there you can see very clearly the performance drops but the truth all the phones are affected by this, the only difference is that are more powerful phones and they can handle it better but it shouldn't happen that because if you notice there is only code for the controller we don't even move the player yet and still the CPU goes really High so when you ad more events for the Game Logic then is when you will notice the Fps Drops even on Newer phones.

    If you cant Reproduce it let me reproduce it for you:

    Look for when I touch the screen and start moving the Pad controller how the Cpu goes Up and the sooner I stop touching the Cpu goes to normal plus I recorded on Debug Mode so you can see how the Draw calls is the one causing the problem it may help you more to debug the problem

    Results are With Containers Cpu perform Double & sometimes more than that

    Tests:

    ==========================================================

    Iphone 4

    No Containers

    Normal Mode:

    https://www.dropbox.com/s/o5em0xb7d9k9b9v/Iphone4%2BNo%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/a97sfiaki735gjh/Iphone4%2BNo%20Containers%2BDebugMode.mp4?dl=0

    With Containers

    Normal Mode:

    https://www.dropbox.com/s/1195dsia704oz9m/Iphone4%2BWith%20Containers_NormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/kffbn5vyclzzkzo/Iphone4%2BWith%20Containers%2BDebugMode.mp4?dl=0

    ========================================================================

    Iphone 6

    No Containers

    Normal Mode:

    https://www.dropbox.com/s/2m0vpnafu7ut5e3/Iphone6%2BNo%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/2ez47lm2o1j4d7l/Iphone6%2BNo%20Containers%2BDebugMode.mp4?dl=0

    With Containers

    Normal Mode:

    https://www.dropbox.com/s/pzxrdfv9d8tspri/Iphone6%2BWith%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/zvzfb3eec65h2bl/Iphone6%2BWith%20Containers%2BDebugMode.mp4?dl=0

    ======================================================================

    Iphone 7 Plus

    No Containers

    Normal Mode:

    https://www.dropbox.com/s/imfq887ei5om32m/Iphone7%2BNo%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/5lecaoremra7apl/Iphone7%2BNo%20Containers%2BDebugMode.mp4?dl=0

    With Containers

    Normal Mode:

    https://www.dropbox.com/s/zu3zxklmh5sbq20/Iphone7%2BWith%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/ob1o2btafom65pn/Iphone7%2BWith%20Containers%2BDebugMode.mp4?dl=0

    =====================================================================================

    Iphone 8 Plus

    No Containers

    Normal Mode:

    https://www.dropbox.com/s/ztfl8xzqye3shj7/Iphone8%2BNo%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/k66wgkfpyf5wt5u/Iphone8%2BNo%20Containers%2BDebugMode.mp4?dl=0

    With Containers

    Normal Mode:

    https://www.dropbox.com/s/mhurt2tc156du2c/Iphone8%2BWith%20Containers%2BNormalMode.mp4?dl=0

    Debug Mode:

    https://www.dropbox.com/s/7h256djmgrtttlv/Iphone8%2BWith%20Containers%2BDebugMode.mp4?dl=0

  • I could not measure any significant difference between the two. Could you produce a minimal .capx demonstrating the problem? It also helps to provide two already-prepared .capx files so there don't need to be instructions to follow to modify them, I could have done something wrong (and people often forget a step). Also a good approach as tunepunk discovered is just to modify the quadissue performance test and measure the difference when you add something to the main sprite.

    Sure Ashley I thought about it first but here you go two capx, Both capx are identically in objects and set up it only varies in >> one uses containers and the other one doesn't.

    How to reproduce: just keep touching and Moving the controller with the touchpad will be easier to see the difference if you test it on a phone like Iphone4

    1-This is the good one Doesn't use Containers

    https://www.dropbox.com/s/7si1khcldvfhin4/ContainersBug-1.capx?dl=0

    2-This is the Bad one uses Containers

    https://www.dropbox.com/s/27r14ancwcidbae/ContainersBug-2.capx?dl=0

  • Hey tunepunk

    I have another one for you to added to the List, I have been Four weeks Hunting this one like crazy I recreated the set up for the Game that I'm doing like 5 times checking every detail and recreating on different ways the same thing and couldn't find what was causing that much poor performance and today I remember this post and started to loock in places that I would have never guess if I didn't see this post before, so I finally after going absolutely mad at last chance I spotted the Problem (Containers).

    Is a really really weird problem as puts the Draw calls through the roof for no reason just by touching the controller I say weird because in the controller event sheet there is no code related to anything for the graphics or sprites, it just has the events for the controller but the Draw calls gets affected I don't know how

    Here is the Capx

    https://www.dropbox.com/s/zwu9q5s1xu9hwgq/ContainersBug1.capx?dl=0

    1-Play the capx with only the first group Active and no containers watch cpu+ fps + Draw Calls, keep touching and moving the controller

    2-Then after deactivating the first group and Activate the second group but this time add the (Rouds Object) in a container to the Tiles and watch cpu+ fps + Draw Calls going crazy keep touching and moving the controller, you will notice this test more on phones like iPhone 4

    the Fps drops from 20 to 30 and on iPhone 6 CPU jumps to 90+ plus fps Drops

    Honestly, I spend more time hunting what is causing poor performance than actually making the Games can you please Ashley Recheck all these things

  • tunepunk N1 Grate work, Thanks for sharing really good info in there

    [quote:247nnno4]but if people are experience performance issues it's good to at least let them know, what might be the cause.

    +1

    All those things that happen internally in c2&c3 that can affect performance it should be public for everyone to at list give the chance for developers to check if those are the one causing the performance drops to fix it because it may you end up losing huge amount of time looking in the wrong places, I had to stop a project after worked on it for 10 month none stop because of the performance issues that I couldn't resolve It uses Families everywhere and mostly checking distances because I couldnt use The Line Of Sight, I guees is time to go back and check if that was the main problem causing poor performance I would love if is this the case so I can carry on with it and finished , was a lot of work done in there it was for Mobile thogh

    Anyways thanks for the heads up and please keep it coming if you find any more stuff like this

    Thanks to jed Rose for sharing swell

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tarek2

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