Cascade Games's Recent Forum Activity

  • Ok, All this posts are making me worrying about my game.

    So, I'm testing my current game on 3 different phones:

    • Iphone 5s (the phone came out 7 years ago)
    • One avarage android phone that is 3 years old (2GB of ram / medium cpu).
    • Galaxy note 10.

    On the iphone, the game run with an average of 45/60fps depending on how much chaotic is the scene. The game is playable and the lag is still tolerant. I would be super happy if when I finish the game the performance are the same.

    On the "old" android phone it runs good, 55/60fps, still some lag sometime.

    On the Galaxy note 10, the phone runs 60fps solid, if there is some drops it is because there is something wrong with my logic code.

    The project now has 2000 events, 140 objects and 15 families and I'm using effects on 6 layers. I think that when I'm done finalizing the game, I will end up with probably 2700 events, maybe 200 objects and hopefully 20 families.

    I have tested the game only on the browser, and only once I exported it (APK). I noticed that the game would run a little bit slower compared to the preview mode (I opened a topic about it some months ago).

    So, is there anyone who have published a game on the Playstore and the App store that is not a small game? The big problem is not about the lagging or the crashes on the old phones. The problem are the bad reviews that the user would leave on the game.

    When you publish a game, is there a way to tell the store that the app support only specific specs?

    Why there is this difference between the APK and the browser? It seems to don't make sense. If chrome can run the game fast, why the exported project get chopped in somehow? Shouldn't run faster than the one on the browser since the game shouldn't load the browser stuff into memory?

    I think that it would be good to have 2 sub-forums about performance and about publishing a game. The general Discussion forum is too broad and the discussions get lost here.

    I didn't got the meaning of 2000 events. Are they on the same event sheet,or are you talking about "total" events in the game itself?

    My game had lots and lots of events and objects (if you want to try then thapli.netlify.app . And I am quite satisfied with the performance.(the game is still in construction)

  • Yeah, using the webview for games is a big handicap. Even the simplest of games can lag, especially since worker mode isn't supported in the webivew.

    We have like 3 issues:

    1. Browsers are extremely slow on mobile.

    2. Event sheet's overhead.

    3. Stutters, I'm guessing from no worker mode.

    Since #3 might get supported in the future, that's probably not a hopeless issue. #2 can be ignored if #1 hopefully gets better.

    Although, in my opinion, it's not Construct 3's fault, I'm surprised how efficient the runtime is, given the handicap.

    But yeah, we're stuck with browser limits. Even Cocoon.io gave up. 😅

    I think the Webview is more suited for simple games that doesn't do anything much.

    Perhaps we overestimated the engine's performance? Might be more practical to target simpler games?

    Although, I would appreciate if the Construct Team did something to finally solve this issue. 🙂

    Don't take me wrong but according to my experience, construct 3 is quite powerful. I have used it for extreme tasks and it always stood up to the task, whether it is size of code or number of sprites. And yes I am talking about mobile (there was a issue where my game was taking 40 seconds to open but Ashley even fixed that too and now it takes 2 seconds)

    My issue is only related to the compatibility (like the reason for which this thread was created) and future of Cordova (for how long it will be supported in future).

  • Now the theme of the question changes:-

    How many players (mobile) are there in the market which does not work for webview? This is really a scary situation Ashley

  • Hi again

    I tested your game and results were perfect.

    Huawei Honor 7x smoothly running

    Xiaomi mi 8a smoothly running

    Finally There is issue with your mobile.

    I was following your bug from day 1 and openly speaking I was very worried about your issue ( I can understand your frustration ). Hence at this mid night I spend 2 hours studying chrome bug report and testing your game on various other mobiles

    Do a casual experiment. Go to "game show section" in construct 3 forum (here) and test any of the game uploaded to play store. I strongly guess that those games will not even work either

    And relax. You can launch your game on play store without any worries

  • Apparently Godot sucks balls on Android, and just seen the price of the mobile exporters for GMS2. May have a play with Unity. If my driver is blacklisted on APK I will see the same problems....if not..........

    Are you sure that Godot sucks ball on Android? Because I have rarely heard anyone about poor 2d performance in Godot (infact many strongly suggest Godot for 2d games)

    But it is not a no-code game engine either

    And did you tested the apk in other mobiles? If no then please do it. In my case game never works on Samsung galaxy S5. And it was having everything. And including Panasonic eleuga A2 through which I am posting this post (in both mobiles game was running smoothly on chrome but apk simply pissed off)

    Your argument that "if that big game works on my mobile then my construct game must also work on my mobile" is invalid. There is huge difference between native and wrap

    And regarding distribution of apk file for testing,the only issue which I see is that someone may copy the mechanism and launch his/her game before you. But otherwise there are no such issues. It is almost impossible to reverse engineer the source code from apk file. Assets can still be stolen even after you launch the game on store and mechanism can(and will be if your game succeds on store) be copied and used by any other developer

    Again repeating, please test the apk on other mobile also

    Best of luck

  • Now this is interesting. Run the game from the editor in chrome...60 FPS on the phone. The debug APK on the same phone sucks balls. Loading up the editor on mobile and running it, gives me what I would expect for such a simple game.

    Then in that case your source code does not have any bugs related to performance. Likely a bug on construct 3 side

    Well try with signed apk with simple minification (whenever I face issue on mobile side I simply flick back to simple minification and many times my problem gets solved)

  • I guess I am somewhat nervous of posting my entire capx publicly. It’s the first game I ever got close to completing for publishing.

    Can you test your game on some other mobile. Maybe that mobile GPU doesn't work well with construct 3

  • Squeezing every last drop out of Mikal's Skendpow effect that I can:

    https://www.construct.net/en/make-games/addons/44/skendpow

    Did you created all of the assets? Looks gorgeous

  • Thanks.

    You can copy the template and experiment with the different effects if you want use something similar in your projects.

    Best of luck for the game !!!

  • I have registered on poe but it is saying that approval is required?

    And how will construct 3 know that how much I have contributed? And where will I get to know that how much points I have earned?

    Thanks

  • Hi Ashley

    I am fluent in english and hindi and can easily help in hindi translations. There are LOTS of hindi speakers and will increase your reach. Are you interested in hindi translations?

    Just casually asking:- Is the offer still available(reward scheme)

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  • IT IS VERY BEAUTIFUL !!! Really blew my mind

    (No idea why but it took a very-very long time to load the project(There was a black screen on clicking load project)-maybe poor internet connection on my side)

    I wish I could also make such awesome UI for my game. UI of my game are very dull :-(

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Cascade Games

Member since 31 Jul, 2019

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