Tinimations's Recent Forum Activity

  • Ashley Yes I already use low-quality on mobile. I also work on mobile as the primary target platform. I'm simply trying the waters with how far I can push the engine to get the most cost efficient visual fidelity out of it. I don't use force own layer textures. To clarify, I wasn't implying that the draw calls themselves causes the slowdown, but rather that the rendering struggles when it has to sharpen so many individual objects?

  • Ashley Yes that sounds about right. That still doesn't change the fact that I find the framerate being overall way more stable and hardlocked at 60 FPS when the high-dpi is off. When on it's extremely inconsistent. Sometimes it's rock solid 60, other times it hits a snag that drags it permanently down to the 45 range, other times there's small noticable jags etc. This is very frustrating when I don't know exactly what's causing it. If I could track it down to an individual part of my game I could optimize/work around it.

    For instance my current theory is that my new approach to avoiding download size is the culprit. I've based the art style on relying on batching lots of single colors tiles over the screen. It looks clean, scales well, takes no download size, but a ton of draw calls. While the batching seems to handle this really well, I worry that the high-res algorithm wasn't optimized for this, and ends up slowing it down when enabled? Thing is I can't properly verify this theory, and deleting all the assets doesn't isolate the problem enough. There could be other factors affected when I delete all the assets.

    I find myself losing a lot of valuable dev time on just worrying over performance. You mentioned something about chrome having a more advanced profiling tool. Any info on how to use it?

    Thanks

  • Hi. I've found that the most major performance hike for KlangM can be tracked down to the high-DPI display option. However I feel very conflicted turning it off, since it makes the main character look really, really blurry. 99 % of the other assets looks fine though. I do find it very regretable that I can't toggle this feature on and off during runtime, and that I can't chose which layers or objects to exclusively apply it to?

    Is it possible in any way to implement this in the future? If I could apply the high-DPI only to a certain family or layer I would get the best of both worlds, making me much more comfortable moving forward on mobile. This would also allow for saving resources on background assets that really doesn't need the sharpness in order to serve its purpose.

  • Hi all. Here again with performance questions for mobile. I'm currently in the position where KlangM runs great on my phone the first couple of levels, but when the demo resets I do see that the same levels runs slower than before. As the game's currently very small, and I unload audio between levels, I don't get the impression this is related to memory.

    However I am creating and destroying a lot of objects during a level, and I'm wondering if these framerate drops can be credited to me creating and destroying more objects than what the garbage collector can keep up with, even between levels? Also when I look in the debugger I do see that the UID of assets just keeps rising even if I delete objects regularily, and move between layouts. My gut feeling tells me this can't be good. It's almost like objects never truly gets wiped from memory...

    I did see very extreme cases back when I still wasn't pooling the dynamic lightning.

    When I made a system that only created those assets once, it greatly improved performance on mobile. Is pooling everything simply considered mandatory practice on mobile?

  • Problem Description

    I want to track the playbacktime of an audio track when playing from the sounds folder. However it's super unrealiable compared to the music folder that's always on point. Also playbackrate gives off horrible results when playing "from music". Even when the source track is placed in the music folder, it sounds much better, and shows more flexibility when choosing "from sounds" in the playback options.

    Currently this forces me to choose between precise audio tracking with bad quality and playbackrate, or amazing audio quality with untrackable playbacktime. That won't do for a rhythm game that wants to take advantage of speeding and slowing down the audio source!

    Attach a Capx

    https://drive.google.com/file/d/0B1n4Fd ... sp=sharing

    Description of Capx

    Contains a sample of audio with debug info that easily lets you verify that the playbacktime's inconsistent when playing from the sounds folder. Do note however when you enable the "from music" action it's on point even when looped.

    Steps to Reproduce Bug

    • Press up arrow to start the track
    • Press left and right to change playback rates. See it giving inconsistent results compared to the actual track.
    • Let the track loop and see that the audio playbacktime just goes into obilivion when "from sounds".

    Observed Result

    Playbacktime's busted and can't be relied upon when playing "from sounds".

    Expected Result

    It should be on point with what I'm hearing from the source track.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)
    • Internet Explorer: (Actually it works here...)

    Operating System and Service Pack

    Windows 7 SP1

    Construct 2 Version ID

    246

  • So I've been playing around with different export settings for my mobile game, and I do see that an HTML export always performs way better than Cordova, even when packaged into an app by the same service. The HTML export only has two dealbreakers: Back button exits the game and status bar shows. Apart from that it's better in every single way.

    Is there any code that can be written that enables these two features while completely ignoring the Cordova export?

    I'm planning on showing a demo to people at PAX West and I don't want the game to be slugging down to 45 fps when it really doesn't have to.

    Thanks

  • Oh I guess I misinterpreted it. You have an ETA on the Construct 2 update? Also any news on the performance of Cordova exports?

  • So I experimented a bit and tried to export a C3 project, and copied over the config.json and config.xml to the C2 cordova exported folder. I placed all the game files inside another folder called www to emulate the C3 export format. I was now able to import the archive. However I'm still unable to build anything.

    It doesn't give any specific debug message as to what went wrong and how to fix it.

  • Working on KlangMobile's tutorial level. Slowly coming together.

    ErekT Liking the way it's turning out!

  • So I was delighted to read that C2 projects can now be built with the C3 export manager. Just a shame I can't get it to work.

    When I try to import my zipped project, I'm met with this: http://i.imgur.com/BBtFcfM.png

    I tried both zipping all the files in the folder, and once with all the files in the www folder zipped. None of them worked. What am I doing wrong? Is there any specific cordova settings I'm overlooking? I checked all of them before export in C2.

  • Hmm changed the code to snap back to 1 when it's close enough, and stop changing every tick when at 1. It seems to have worked. It feels smooth again.

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  • newt I'll consider doing that then! You know any reason why that's the case? Anything that needs to be reset, cached or rerendered whenever the layout scale changes?

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Tinimations

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