fredriksthlm's Recent Forum Activity

  • fredriksthlm

    I am happy to update the experiment to include an animation of some sort and we can see how it compares,

    but my primary here interest is in touch to sound lag for real-time music instruments and right now the evidence points to a serious sound lag issue on android.

    There may be thousands of construct users but ive been here long enough to know that I am one of a very very small handful of users who regularly test and post bug reports as I really want construct to be the best it can be.

    Yes... But it could be interesting to see if you experience the lag as a touch lag or a sound lag.. but do as you want.

  • tareks lag was crazy, that makes a game unplayable..

    But as I responded in the beginning. We are hundreds (thousands?) of users creating and playing construct games on phones, so there is no "general lag" of 400-500ms for touching objects. you should never be able to play a precision or quick reaction game if you had 500ms lag!

    maybe try to add also one graphic change (like change the bg color) in the same event as changing frequency in your test project. if that will change instant, but the frequency change is delayed then there are no touch lag, it is just a "sound lag"..

  • I tested on both S10 and S6. Didn't get any noticeable lag in any of those. (i used the webpage, not the apk)...

    Have you noticed "lag" with other events, or is it only for sounds?

  • Did you experience the lag yourself when you have tested the game?

    Just try to export some super easy game (use one of the construct templates maybe) and load it on your phone, if you don't see any lag with that one, then you know the lag is caused of your events on your own game

    if this is an "instrument" game, do you have heavy sound files? are they all pre loaded in the memory before you start?

  • Everyone on this forum is creating (and playing) construct games.. Some with heavy graphics! Of course 500ms of lag is not normal, if it would then no game would be possible to play at all!

    The issue must be in your events somehow

  • 500ms touch lag? Then no game would be possible to play, at all..

    Of curse there will always be lag technically, but I have never experienced any lag that is noticeable at all, even on Galaxy6 for heavy games..

    I changed the 12 networks I had selected, into the standard setup (199networks selected by Google). I saw a 75% raise in ecpm.. :)

    Minor Update here, I was notified that the 12 provider limit appears to have been lifted on the User Consent SDK. I managed to track down a changelog for the SDK and have confirmed that they have removed the limit, I've updated the documentation to reflect this change.

    So we "should"/can change those 12 into "all" to get the highest ecpm, I would guess?

    Anyone that has experienced with different providers to see if it will have any effect?

  • that depends on where you are. for europe v6.0 and above is 90% and ver 7.0 and above is 81%...

    So it is only grandma who uses stuff older than 6.0 ;)

    gs.statcounter.com/android-version-market-share/mobile-tablet/europe

  • right click the files-folder and press New->Array. then open the json file, the array editor shows up!

    then load the json to your array in your event sheet.

    that's at least how I did it :)

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  • You could also have a OR block for both checks, since the result seems to be the same.

    > europe contains value country
    OR southamerica contains value country
    ----Toggle verify
    

    Cheers

    No, they are supposed to do different things (log on to different servers). the toggle is just for the breakpoint, to see if they fire :)

  • If you need to compare if a value matches any of a large number of other values, put them all in an Array, and use the Contains value condition.

    I am not super familiar with arrays and json stuff, but this solution worked for me. Is this basically the events you meant?

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fredriksthlm

Member since 6 Jun, 2016

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