digitalvision's Recent Forum Activity

  • Try lerp.. something like lerp(carCurrentSpeed, SlideBar.Progress, 0.06)

    the last number = how fast acceleration will be.. bigger number, faster acceleration.

  • For anyone who is interested, 1 force own texture layer with 2 objects (I basically used it as a mask for light effect with quite big png 800x800) on iphone 8 takes 12% of gpu alone. So right now I'm down from 36% of gpu usage to 24% on iphone 8 and iphone 5s is not hot that fast and that much anymore.

    Sadly I have trouble to measure gpu usage with iphone 5 to get more accurate numbers.

  • Are you using any effects? Even simple effects can be very slow on mobile (at least on Android).

    There could be many other reasons why your game is slow.

    See how many collision checks are performed in debug mode. (anything under 100.000 per second should be fine).

    Check if you have any heavy events that are executed on every tick. Or maybe you are spawning too many objects and not destroying them. Also, try "Profile" tab in Debug mode.

    Thanks for reply!

    I don't use any effects, only 1 layer with two objects and blending mode (force own texture).

    Collisions are under 1.000 per second, when special event occurs the top number is 20.000 per second, but only for few seconds. I usually have 20-100 objects on scene, spawning new and destroying old.

    Heavy events I believe I have a few. I tried to optimize as much as I could but I believe that my game is indeed event heavy. I'm using lerp a lot for smooth movement of player and camera. Also I'm lerping lots of variables for smooth rendering of hp bars etc. I'm also using values straight from dictionary (should I load them to variables? I tested and it made no visible effect but dunno).

    Some of my events are math heavy, for example spawning of enemies. Enemy name and coordinations are in array + even then I random thos values in certain range. I use bullet on almost all objects also, and quite a lot of litetweens and sine behaviors. Still, I tried to turn off all the things one by one, but there was no major impact on cpu usage.

    Also it is worth to say that the game runs smooth, only iphone 5s gets hot and lags in menu a little bit, not in game. I will be testing android version later.

    Does anybody has experience with how cpu heave are math calculations like "lerp(GameSpeed, ((250+Depth/25)+BoostSpeed)*(playerSpeed/10), 0.3)"

    I just feel like I have pretty well optimized game for what it is, just want to be sure and hopefully clarify some thing, get other devs experience :)

  • Hi, so I created a upgrade system for my game and it works quite fine, on PC (i7 7700k) it takes 7% in debug, on iphone 8 - 5% according to gamebench which is strange, I guess it is pretty powerful phone. But I tested it on 5S and it is a little bit laggy. So I started to ask myself, if there is a better approach or not.

    Basically I have multiple buttons and sprite texts for each upgrade. In realtime I check if item is upgrading and if it is I show time left. If not and I click on button, I check if you have enough money, if yes I save timecode and start upgrade. I use dictionary that saves to localstorage as json. For buttons and texts I use object variables. I change button frames based on its states.

    Also I have multiple vessels to upgrade, and when you switch that vessel, all info will update accordingly.

    So I wanted to start a discussion, is my system CPU heavy or not? Is this approach correct? What i your approach to upgrade system? I tried to google this, but without luck. Maybe I just dont know what to google exactly :)

  • I think the problem is between admob and app, because it seems that there is difference between published app and not published. When I create app in admob, it asks for that and when I check not published, it gave me some code to include in my app, yet there is no form in enhance for that code. I believe that published app would work fine.

    Similar "problem" is imo for appodeal. When I type my app ID incorectly, it shows all ads but with text "app ID is incorrect". If I change ID to match my unpublished app ID, test ads wont show at all, but live ads do, which is strange.

    To sum this up, ads work, push notifications work, analytics work on both ios and android for me. And it is amazing because I dont have to develop different game for both systems, still using one C3 project. I will start testing IAP now.

    Only thing I miss is a condition like "rewarded ad is ready". I would like to show reward button only when Im sure there is filled ad. Or it can be done somehow and I just overlooked that? Thanks :)

    edit: Also the GDPR comply. I have it in my game, but it does not show any dialog for appodeal when I use "show services opt-in dialogs" after checking opt-in requirements (exactly like you have in doc on website).

  • Hi.

    Have you used your ad id yet?

    I have found that a lot of times that admob test ids do not always fill. I found on multiple occasions the test id would not fill a banner ad or a video ad. When using a real ID, the ad was displayed.

    Hope this helps.

    Thanks for reply, admob is still not showing anything, even with my own ad id. Not sure if I still do something wrong or there is some problem with this service.

    My workflow is cordova export - phonegap build - enhance. IOS platform.

    So I tried appodeal and it works great, it is even faster and easier service to setup and it is synced directly with admob, so I guess I will not even use standalone admob at all :)

  • Hi, I tried implementing enhance into my app. Push notifications works great, but ads are not. Not even with test project and test ads via admob (they should have 100% fill rate). Every time it just says "banner / interstitial ad is not ready" so the event works as I get it.

    Any help?

  • I have almost complete game, the only things left are ads and some analytics. When I tried to ad admob, my phonegap build failed with error 65. So I tried to download unityads plugin from here and exactly same error when building.

    What am I missing?

    I mean, same error for 2 different plugins. Are there other steps I need to do before building?

    Thanks

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  • If you need to use database, it is actually super easy with javascript plugin. Just follow javascript documentation on firebase. Did not tested this approach for other services but I can only assume it will work quite same.

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digitalvision

Member since 22 Mar, 2018

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