Zero999's Recent Forum Activity

  • After some testing, I can confirm that using C3's build for apk (debug or not) results in SERIOUS performance issues when compared to what I was getting from C2. Exporting it as a Cordova project and compiling it with Reinarte has better results than C3 apk but is still worse than the same proccess coming from C2. But the play store will only register support for the new api if you go for the C3 build. The apk is also twice as big compared to C2.

    I was almost ready to release the game I made in C2 on the play store but now have to deal with this BS. Is there at least an update scheduled for the compile -> Cordova project to support the latest android api? Because I might barely be able to work with that.

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  • > how do I change the splash arts and loading logos in that case?

    https://www.construct.net/en/make-games/manuals/construct-3/tips-and-guides/icons-splash

    Are you using the latest version of C3? It should support API 31.

    I got it but only using the C3 to get the .aab directly. Exporting it as a Cordova project and compiling on Reinarte was still getting api 30. I already found how to change the icons.

  • > > > Instead of every tick,do "every 1 second"

    > >

    > > Hi, this is just a generic example, you can even remove the every tick and it will jank.

    >

    > Are you sure that you tested without "every tick" in APK? If yes then I would like to go in past and say something important to myself regarding game engine

    Yes off course I tested that.This particular file example is not the problem, I did this example because of the problem.

    Thanks for the feedback anyway

    Does this problem also happens when you make it an app bundle and open through Google Play Console? Or is it exclusive to exporting the project as an apk?

  • I'm testing my apk compiled in C3 and it's showing significant stuttering when compared to the same build from C2, where it rarely happened. Is there anything I can do to change that? Maybe some of the options when exporting the project?

    Also, the loading logo takes up the whole screen for a few seconds (white screen with the stretched logo in the middle) when I open the app.

  • You should select Yes, since your app uses advertising ID.

    I do not believe this is related to your app review though..

    So, I should say yes simply because any game from Construct 3 will have this advertising ID by default, right? And like the other poster showed, I should check the box for advertising and marketing as the reason?

  • Google asks if my game has one. An answer is required for publishing.

  • I was testing my project from Construct 2. I exported it as cordova and compiled it into an app using Reinarte. Upon trying to upload it to Google Play console, I was informed it needed to target the api 31. Some research lead to the information that I would need Construct 3 to get that. I used Construct 3, exported as cordova, compiled once again with Reinarte and Google still said the app didn't support api 31, only 30.

    Am I doing something wrong? I see other options for exporting in Construct 3 that already give me an apk or aab but how do I change the splash arts and loading logos in that case?

  • I just got C3 and my C2 project which previously resulted in around 34mb Cordova file is now ending up as 68mb when exporting using C3. Anything I can do to change that?

  • It just aesthetic judgement whether extra information won't clutter entire game look.

    How could text lines limited to the credits screen affect the game's look?

  • Not necessity and it's up to you as a game developer. Crediting Construct Team or it's product also can't be wrong. As a consideration by including them in your game will it still visually fit? Or it is such kind of appreciation to thanks software developer behind that help you actualizing the game.

    Thanks for the answer. Also, what do you mean by the bolded?

  • Simple question. I will soon be finishing my first game in Construct 2. Do I have to say the game was developed in Construct 2 during the credits?

  • First off, I recommend you confirm that resolution is actually the culprit of low fps before you ask the wrong question, or spend a lot of effort fixing it when it wasn't the problem to begin with.

    Besides that, that's not exactly how resolution and performance is related. No matter what resolution your sprites are, the device still has to up/downscale them and draw as many actual pixels as it needs to fill up the screen.

    What does matter is memory use - your source images will be loaded into memory at their original resolution no matter what the device up or downscales them to after. This can cause issues if your total memory use goes over the available VRAM on the user's device. So to lower your VRAM use, you would need to change the sprites in your project use lower resolution textures/images.

    However, do note again that if slowdowns only occur when a lot of objects are on screen, I find it unlikely that texture resolution is your problem. See construct.net/en/make-games/manuals/construct-3/tips-and-guides/performance-tips and construct.net/en/blogs/construct-official-blog-1/optimisation-dont-waste-time-768 for more information.

    Depending on your definition of "many objects" and the capabilities of your target device, you might simply just have to reduce the number of objects on screen at any given time. There are tools to help measure this if you search "Performance" in the examples browser.

    I'm aware of the potential improvements of less objects on screen but is the internal resolution fixed? I made the game around the 1080p resolution so that devices with those screens could run it without stretching things up. I also assumed it would be easy to set different resolution modes so weaker devices could run it.

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Zero999

Member since 23 Apr, 2013

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