Romalex360's Recent Forum Activity

  • Read about scirra.com/manual/183/memory-usage memory usage and make sure to read to linked tutorials in that article.

    I've read them, but that's not the point. I'm amazed with this huge difference in memory usage - from 6mb on PC to 62 on mobile phone. Is it connected with spritesheeting?

  • One more question. When testing my game on PC, debugger shows me only 6.6 mb of images, but when testing the same version on my phone through local network I'm getting 62 mb on the same layout! The same thing happens an all other layouts - memory usage is getting out of bounds, causing poor performance. While exported, fps stays at the same level (~30), so I think the problem remains.

  • briggybros

    Everything is up to date. I think that this problem is not connected with the browser, because an exported with cocoon .apk gave me the same result. Instead of noise I see some slowly moving thin colored lines.

    Here's the link: scirra.com/forum/webgl-performance-issues-on-android_p875195

    This post seems right in my situation.

    I've tested on Xiaomi Redmi 4, Lenovo A2010-a and some Meizu

  • I have a problem with WebGL effects on Android. While on PC, all the effects are working fine, but when I preview on local network through Google Chrome for Android, some of the effects don't work, exactly effects "Noise" and "Glow Vertical/Horizontal". Effect "ScanLines" works fine, though.

    I also exported my project through cocoon.io with the same result. What's wrong? Situation is the same on three android devices which I tested.

    Someone wrote that it may be a problem in mobile GPU: scirra.com/forum/webgl-performance-issues-on-android_t122896

    Is there a way to fix it?

  • jobel

    Yeah, layout should be seamless

    It's a kind of top-down action game, but I use random terrain generation here, which uses a lot of CPU

    Layout size is about 5k filled by 32×32 tiles

    Algorithm also makes invisible walls on some slopes

    Well, the main problem are this calculations

    They can take a long time, it's ok, but I want the main problem is that i can't track it and hardwired to the start of thus layout

    For example, I can't fill the tilemap from another layout, because then it will reset

    So I want to make all calculations and load the layout in memory before it starts, without this long black pause on the transition

  • mekonbekon, all this actions are running before the layout starts, as I guess

    Layout will not start before all the objects are ready and all "On the start of layout" events are done

    If it takes much time, there would be just a black screen, which I'm trying to avoid

  • I have quite a big layout, and its loading takes a long time. Is there a way to load it before a player enters it? Maybe I can make a kind of loader layout, but inside the game? Or some dynamic loading like in 3d games, when it renders only the visible part of the world? Is it possible?

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  • Today I faced a problem when previewing

    Uncaught RangeError: Maximum call stack size excedeed

    How am I supposed to fix this? What does it means? I'm getting this almost everytime when starting preview

  • Hey, does somebody know an answer? It would be amazing, because I don't see any solution but still need it so much

  • Burvey

    No, the light goes through the walls. It's hard to see that on 480p, but in the game it's really visible. The transparent shadows camouflage it a little, but not fuly.

  • Burvey

    That's not what I want. Flashlight cone here is crossing over the obstacles, and it looks bad. It's exactly the problem I want to solve

  • English is not my native language, sorry for mistakes

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Romalex360

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