Tom_A2020's Recent Forum Activity

  • Hey Rory,

    That looks really good!

    How many people are working on this?

    The graphics, animation and what's in the trailer look on par with some of the best games.

    Awesome!

  • Hey this looks really cool.

    Where can I play it? Is it on the construct arcade?

    Cheers

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Nice tutorial and example.

    Just looking through the source now.

    Really like how you've broken things into groups, especially having one every tick.

    Thanks!

  • Hi Mathie

    Do you have a website for your game?

    If you've got a wordpress site or something, create a privacy-policy.html and link that up.

    That's what I used for my game anyway.

  • Nope, it's cancel any time, pay as you go.

    I'm on the monthly one and they even send an email saying it's recurring each month.

    Really good pricing IMO.

  • I bought a brilliant plugin to handle loading between layouts then realised it was for Construct 2 runtime.

    After a slap on the head, a good deal of google and forum searching, I'm still no closer to an answer. :)

    How do you handle loading screens between layouts?

    Thanks!

    Tom

  • Thanks Ashley.

    Didn't realise it was that simple.

    Much appreciated.

    Tom

  • I've successfully published an APK for the Play Store but I left the box set to

    Min Version 10.0+

    during export

    As a result, others and myself can't download the app as we're on lower version (newb mistake!)

    I plan to lower min version to a lower version and resubmit the app.

    The question is:

    What is the minimum version Android I can put here?

    Or: how can I tell if my app will work on say version 5.0?

    Is there a tool within Construct that shows which APIs I've used and blocks out say version 5,6,7?

    Thanks

    Tom

  • You do not have permission to view this post

  • You do not have permission to view this post

  • Quick follow up on this for anyone with this problem in the future.

    I found the cause of my gradual slow down the longer the game was running:

    Objects being created but not being destroyed when leaving the screen.

    I made several mistakes where objects (or pinned objects) weren't being destroyed when leaving the screen and being allowed to 'live on', causing degradation in performance over time.

    The main reason I'm writing this follow up is to highlight a method I used to get to the bottom of the issue and find the problem sprites.

    It's hard to debug this in most games, where you're not spawning a huge number of objects at a time. You'd need to leave your game running a long time to see where the game was slowing down.

    One good way around this is to create tests in your game where you take each object at a time, and spawn that object many times. I spawned one object every 0.01 seconds using the Every X seconds event.

    Then use debug layout and check that the objects on screen count reaches and stays at a stable level. IE as it's not going up - and objects are being destroyed just as fast as they're being created.

    If they're being destroyed properly upon leaving the screen, or the layout, the count will remain stable.

    There's several handy ways to destroy objects that leave the screen on Construct:

    - Checking their position on the layout

    - Using has left layout behaviour

    - Using the inverted 'is on screen' event

    TL;DR

    1) If your game is slowing down over time, check objects are being created and destroyed properly.

    2) Test each object separately.

    3) Create a simple test in your game to spawn HUGE numbers of each object you are testing to save testing time.

    4) Check the OBJECT COUNT in Debug layout

    Peace out!

  • Thanks for the replies!

    chadorireborn - you mentioned something I wanted to ask about:

    "it should always be used with caution and batched in a single cycle."

    I have been careful with every tick but have around 5 running concurrently.

    Generally speaking, would having one on tick event, with all actions within that one be better for performance?

    Thanks again - I've checked the number of objects using debug layout and it's also fine.

Tom_A2020's avatar

Tom_A2020

Member since 15 Feb, 2020

Twitter
Tom_A2020 has 4 followers

Trophy Case

  • 4-Year Club
  • Popular Game One of your games has over 1,000 players
  • Email Verified

Progress

6/44
How to earn trophies