Ribis's Recent Forum Activity

  • Ok, All this posts are making me worrying about my game.

    So, I'm testing my current game on 3 different phones:

    • Iphone 5s (the phone came out 7 years ago)
    • One avarage android phone that is 3 years old (2GB of ram / medium cpu).
    • Galaxy note 10.

    On the iphone, the game run with an average of 45/60fps depending on how much chaotic is the scene. The game is playable and the lag is still tolerant. I would be super happy if when I finish the game the performance are the same.

    On the "old" android phone it runs good, 55/60fps, still some lag sometime.

    On the Galaxy note 10, the phone runs 60fps solid, if there is some drops it is because there is something wrong with my logic code.

    The project now has 2000 events, 140 objects and 15 families and I'm using effects on 6 layers. I think that when I'm done finalizing the game, I will end up with probably 2700 events, maybe 200 objects and hopefully 20 families.

    I have tested the game only on the browser, and only once I exported it (APK). I noticed that the game would run a little bit slower compared to the preview mode (I opened a topic about it some months ago).

    So, is there anyone who have published a game on the Playstore and the App store that is not a small game? The big problem is not about the lagging or the crashes on the old phones. The problem are the bad reviews that the user would leave on the game.

    When you publish a game, is there a way to tell the store that the app support only specific specs?

    Why there is this difference between the APK and the browser? It seems to don't make sense. If chrome can run the game fast, why the exported project get chopped in somehow? Shouldn't run faster than the one on the browser since the game shouldn't load the browser stuff into memory?

    I think that it would be good to have 2 sub-forums about performance and about publishing a game. The general Discussion forum is too broad and the discussions get lost here.

  • thank you for the answer, any way to identify which plugin is causing this ?

    Start disabling each add-on until the game start working again I guess

  • > Oh, let's not do this again. Those platforms had far worse problems of their own (game-ending memory leaks, whole categories of plugins that didn't work, etc. etc.)

    >

    > GPU driver bugs are pretty much random, and the fact some different technology works around one specific problem, does not work around the fact that GPU driver bugs can easily ruin your day whatever you're doing. It's an industry-wide problem.

    come on ashley :D

    you know it, a lot of a lot of people are reporting performance issue.

    how ludei did fix this with his simple canvas+ plugin? it's a vey small plugin size and it fix the performance lag.

    Is the plugin available for Construct3? I think I missed it

    Thanks

  • Maybe just check the spritesheets that C3 auto generates and see if anything looks messed up. Right click on the root of your project, hover over Tools, then click "View spritesheets".

    Thank you for the reply.

    I checked the spritesheets and they seems all good. Anyone got the same problem?

  • Hello there,

    I have been editing tiled backgrounds by stretching them, and removing some sprites that I was not using anymore. When I tested the game, I noticed that my tilemap (that I did not edit) got some texture from casual sprite of the game.

    The tilemap has good transparent portion. I also changed some setting on the project such changing the max spritesheet size to 2024px.

    I'm not concern about it, however, this glitch changes the tilemap meaning that when it happen again I would need to redraw the tilemap again.

    See screenshot:

    I don't know when this happened, I'm sure that it happened after I resized the tiled backgrounds. It seems like that some texture goes to the tilemap one.

    Did anyone had the same problem? I tried to reload the tilemap from a same image, and edit the image to see if it would overwrite the sprite img, but they keep staying there.

    Thank you

    Tagged:

  • Hi...

    I'm developing a game and I need help...

    I created 2 layouts in my

    game;Layout "A" & "B"

    I go from Layout "A" to Layout "B"...but the problem is here that when I'm inside layout "B", I want Layout "A" to keep happening though it's not on screen.

    Share your ideas...thanks❤

    I'm not sure what you mean with "I want Layout "A" to keep happening though it's not on screen", can you elaborate this a little bit more?

    When you change to layout B, you are game is going to load a new layout, consequently your objects inside the layout A are going to lose their property. In fact, when you switch back to layout A, the engine is going to reload the objects as you see them in the editor.

    If you want to keep the status of your objects in the other layout, you can use the persist behavior and apply it to the objects you want. You can always reset the persist if you needed to do. Another way, is that you can use an array to keep each variable saved while you are in the layout B. Example: if you need to keep progress of something in the layout A, as for example a custom timer in a specific object, you could copy the timer into the array (sorting by the id of the object) then, when you are in Layout B you can keep increasing the timer into the array, so that when you go back to layout A you can transfer the value in the array to the object. Note that you would need to store the array data and load it on the start of layout.

  • After you create the tiled background use "Pick Last Created tbFamily." Then you'll be able to talk about the tbg in terms of it's family

    Thank you, that worked good.

    Is there any other way to select the child into the family as I explained?

    Thank you!

  • Hello there,

    I'm having some problem with a process that I'm trying to achieve.

    I have a sprite, and a family that contains 100 tiled backgrounds.

    In each sprite in the layout, a function is started. The function, would create a tiled background by name (taken from the Sprite variable) and then, when the object is create, I would need to access the variable or property in its family.

    The problem comes to the last part. I'm able to spawn the different tiled background depending on the name, however I'm not able to access the family property. So, let's say that I want to heredity the width, height and angle of the sprite, I can't do it if I select the family. I would avoid to make 100 different events to select the specific tiled background to edit based on the name.

    I did several tests, and it seems that I'm not able to access the family variables/properties because the object made is the tiled background. However, I'm not able to create the family and then choose which child create.

    I have been thinking about different solution, such as using the scripting to change the properties I need to change (width, height and angle), however in future I might need to change more advance things.

    Here the file as an example: https://feribi.com/tiledBackgrounds.c3p , as you can see in the debug mode, if I try to set the id2 (in the family) it wont work.

    Thank you!

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  • You can use phpmailer. If you google, you will find a lot of example already done for you. Then, when you click send, in the DATA, you set the data that you need to send to the php form. it should look like:

    "email="&emailConstruct&"&"&"name="&nameConstruct.... etc

    and in the url, the url of the php in your server.

    Note, you can use any php form online that you find.

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Ribis

Member since 22 Oct, 2012

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