Cascade Games's Forum Posts

  • Thanks...is that a permanent no?

    Maybe in future (but the task is quite easy and simple from what I observed as there is quite less difference between normal apps and instant apps)

    (Also there is one constraint that instant app size must be less than 10 mb)

  • No, I have talked to Ashley about that.

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  • > You are tagging a 2018 article. Currently it is in 3.2 stable and in future it will move to Vulcan based. Still today they are facing many issues related to 3d part but they "have" options of figuring out the issue . But does construct 3 have any options rather than requesting 3rd parties for solving issues? That is where native vs wrap comes into play

    It is a 2018 article but it is still relevant. 3.2 stable is the version of the engine, not the version of OpenGL ES, which is GLES2 after dropping GLES3 because of the driver situation. There's not more Godot can do about a buggy GPU driver than we can - report it to the appropriate third party.

    Absolutely correct.

  • I look at the phone in this case, Doogee N20, it was released in Oct 2019, I checked the ARM (Mali) database and it using a driver (r14) from Jul 2018 - so that driver was already a year and half old before the phone was released. There have since been 12 driver updates but they haven't been pushed out to the phone. And to me this is the big problem on Android. First you have buggy opengl drivers, and even if they fix the drivers, the phone vendors aren't pushing the updated drivers to their phones. Google knows this is a big problem, that's why there's this new initiative to push new graphics drivers out through the Play Store (so they will be independent from OTA system updates) see for example: xda-developers.com/arms-next-mali-gpu-updateable-drivers-google-play-store

    As for webview games, I think a small part of the problem is Chromium's approach of driver workarounds, and in worse cases, blocklist the GPU. I understand why they do it, but this is hiding the problem from the end user. Can you imagine if Microsoft did this on Windows? Oh, this game is crashing a lot using an AMD GPU, so we will just disable the GPU - there would be a riot. They don't do that, they leave it up to Nvidia and AMD to fix their driver issues, which they do - because if one vendor constantly put out slow or buggy drivers, PC gamers will rip out the GPU and put in the competitors instead. Unfortunately that can't be done a phone. And not many people when buying a phone think "ooh this has a Tegra GPU - their drivers are much better - so I'll buy this one". This all takes the pressure off the mobile manufacturers to deal with the problem that they should be responsible for fixing.

    As silly as this sounds, imagine if Fortnite or Candy Crush ran inside a webview. I imagine these issues would be dealt with really quickly - because a company with enough bite like Samsung - would go to ARM and tell them to fix it if thousands of players started complaining about their phones performance.

    And this issue is definitely not only webview games. Godot engine has been mentioned in this thread - for those who are not familiar - Godot compiles to native code - webview is not involved at all. When Godot 3 was released, they had developed a whole new renderer based on OpenGL ES 3 (which WebGL 2 is also based on), but when people started moving their projects to Godot 3, many experienced slow performance and hard crashes on Android. The source of most of these problems: buggy GPU drivers. And what happened? They basically threw the new renderer in the bin and went back to the old OpenGL ES 2 renderer. Source: godotengine.org/article/abandoning-gles3-vulkan-and-gles2

    That's not to bad mouth Godot, it is a good engine, but every engine I have used has issues, some of which are out of their control.

    The good news, if you read the Godot blog, at that time 36% of Android devices didn't support OpenGL ES 3 (Feb 2018). As of today, that number is down to 12%. So things are improving.

    But ultimately I think it is up to Google to pressure the phone and chip manufacturers to fix these issues, and get those fixes out to the users. GPU driver updates via the Play Store is a good sign they are doing this. That's why submitting issues like this to Chromium is good - the pressure will start to flow uphill.

    You are tagging a 2018 article. Currently it is in 3.2 stable and in future it will move to Vulcan based. Still today they are facing many issues related to 3d part but they "have" options of figuring out the issue . But does construct 3 have any options rather than requesting 3rd parties for solving issues?

    That is where native vs wrap comes into play

  • It really upset me today. Initially I thought that it was due to mobile cornering,but now many are raising issues related to performance. I have invested a good amount of hard work on construct 3 and ....

  • > 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)

    I also had published it to play store but had to remove it due to untidy work. And performance was exatly same as the Web one (sometimes even better). But I will surely later on upgrade it and will upload again to play store.

  • 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 !!!