Tinimations's Recent Forum Activity

  • Simple question. Been experiencing a big increase framerate drops over the past couple of days on mobile. My game that used to run flawless 60 FPS at all times now often experiences framerate drops down into the 40 to 30s. I haven't introduced much more complexity on the event side of it, and pretty much no art changes. However I did start using time scale and layout scale as it solves many design problems for me. I do notice the frame drops only really happens when the camera moves while the layout scale's dynamically changing. I wonder if the layout scale changing every tick combined with a dynamic camera making it hard on the renderer?

    Any insight on this would be appreciated.

  • Oh nice. Had forgotten about that expression. Thanks!

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  • ErekT Yes I tried with both. High quality kept it as sharp as the native resolution. Low quality acted more like a dynamic screen resolution. Hard to judge if it made any performance difference.

  • Thing with the debug mode is that it only covers CPU. Most of the rendring's done on the GPU, so there's no way to track it in the debugger as far as I know.

    I've already tested that it can definately act as a screen resolution, but I don't have any way of monitoring the performance change. In some cases it almost gave me the impression it was performing worse?

  • I'm thinking about ways to make dynamic graphic settings for KlangM. A thought struck me: "Can reducing the canvas size and compensating with layout scale act as a form of screen resolution?"

    So to the people who understands the inner workings of Construct 2, a question for you:

    Will a canvas size of 640x360 with 0.5 layout scale deal with less pixels than a canvas size of 1280x720 with 1.0 layout scale? Would the first pick be more performance-friendly, or does it make no difference?

    Thanks

  • Problem Description

    I want to experiment with audio playback rate for my game, but I see that it doesn't work with audio in the music folder when using Firefox.

    Attach a Capx

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

    Description of Capx

    A layout with a sheet that lets you change the playback rate between two states with the arrow keys. It will auto-play a music track. Notice that it works in all browsers excepet Firefox

    Steps to Reproduce Bug

    • Preview capx in Chrome/NWjs/IE etc, see that it works
    • Preview in Firefox, see that it doesn't work
    • Fix the bug! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Observed Result

    In Firefox, the audio speed doesn't change

    Expected Result

    The audio speed should change in Firefox

    Affected Browsers

    • Chrome: (NO)
    • FireFox: (YES)
    • Internet Explorer: (NO)

    Operating System and Service Pack

    Win 7 SP 1

    Construct 2 Version ID

    Steam build ID: 1767616

    Release 245

  • Ashley Oh! Didn't notice before now I could go to other URLs. So I checked the game through the webview, and it's arguably the best performance yet. Butter silky, silky smooth. Does that mean it's isolated to cordova/phonegap build?

  • Ashley Hmm not sure what you're looking for in it? It's chromium 59 with android 7. Score's 504.

    Any way for me to test the score of the Cordova app?

  • Hi Ashley Yes it's on the same device. Everything except Native GpuMemoryBuffers and video Encode is hardware accelerated on my S7. Multiple Raster Threads are disabled.

    Chrome is like flawless 60 FPS. Almost feels smoother than my monitor. Turning off "Use new Intel XDK project format" fixed the heat problem, but the performance still isn't quite up to the level of chrome. At this point I'm not sure if it's just the true full screen on the app that does it, or wether cordova's slower. One thing I also notice between these 2 exports is that audio analyser effects aren't supported on the HTML one? The browser version also struggles with this on iOS devices. Any tips on this?

    You can test it for yourself if you're interested:

    HTML: tinimations.net/KlangM

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

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

    You'll notice especially on the level with several enemies that the framerate occationally dips down to the 45 range even on an S7 with the cordova version.

  • First gameplay pass of KlangM starting to take shape.

  • So in an attempt to experiment with optimal export solutions, I found that I can get an APK built with both an HTML and Cordova export. Thing is... There's pros and cons to both of them. This is the result I got after building with Adobe Build Phonegap. Not succeeded in getting anything else to work.

    HTML5 export:

    Pros:

    Way better performance, consistent 60 FPS

    Doesn't have to tap for music playback

    Cons:

    Device buttons closes the game, not 100 % fullscreen

    I get debug warnings on startup

    Cordova export:

    Pros:

    Full screen

    Ignores device buttons

    Feels like an actual app

    Cons:

    Bad performance, sub 30 fps, hiccups

    Phone heats up to the point of being able to use it as a torture device (and this is an S7!)

    Have to tap to make music play

    Any tips on getting the best of both worlds on an export? I really want to figure out these usability issues as fast as possible.

    Thanks

  • So I've been dealing with the tap to start playback restriction just fine in android chrome preview, but I see myself having this issue even after cordova export. Isn't there any way around this? I built it with phonegap if anyone's wondering. What's weird is that the music autoplayed when I build with an HTML5 export, but Cordova reintroduced it! ö_o

    Any help is appreciated.

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