Grimmy's Forum Posts

  • If we had the opportunity to set unlimited at specific points (such as an intense scene with heavy use of particles, a boss etc) and then switch it off again in the more sedate places (menus, normal gameplay) then we'd get the best of both worlds and we (the developers) would be responsible for any issues that might arise.

    As far as I see it, there are plenty of other ways we can break our own games with the tools Construct already provides and I think it's better for us (the developers) to decide what happens in our own games rather than you guys.

    Maybe if the unlimited mode had never been put there in the first place I wouldn't be saying this, but it sure is tempting to use (if we could) in certain situations. If we cant' really use it I don't really understand why it's there at all.

  • The current outline seems to be at a fixed width and actually is more like an inner bevel which encroaches on the existing text.

    Can I change the width and/or offset values somehow?

  • It's already spritefont but I don't want to manually paint the colour in as I want to change it in code(ideally).

    I really want the gradient to go from something like yellow to red but I cant use a blend mode because blend modes seem too slow for my target device.

    Never mind, if its not possible I guess I'll stick with a solid colour then.

  • I want to change the colour from the bottom of the text to the top. Some might call this a horizontal gradient even.:) Is this possible?

    Cheeers

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  • Okay Thanks. That seems like a good solution!

  • I have a UI element that I want to keep bottom right of my screen but of course also I want to slide it on/off screen at times using the tween behaviour.

    It seems however that the tween and anchoring don't work well together: If anchoring is enabled the tween won't work (the object simply snaps into place) and if I disable/re-enable anchors after the tween there seems to be some jarring movement straight after the teen happens.

    Is there a special way to go about this?

    Thanks

  • I want to run some code based on whether the user has clicked a button OR a function has occurred (in my case a swipe gesture function over a particular object).

    I can do it by creating a bunch of global variables but that's quite messy and thought there might be some neater solution. (a callback?)

  • The issue I have is that Android games made with other engines (even games made by myself) run MUCH faster on the low end device that I'm testing than my C3 app.

    I've optimized my app in every way possible, but if I even want to hit the dizzy heights of 30 fps I basically have to remove pretty much everything. What's more, is that my app is essentially a VERY simple one screen animation.

    The only part of my game that runs at 55fps is the menu screen because I have stripped out all animation and there is very little code.

    Oddly, it runs at at smooth 60fps on some slightly newer devices, but its unclear which devices exactly the engine has problems with.

    I CAN get it run fast if I set the frame rate mode to Unlimited, but I'm told that I shouldn't do that in a release build because of battery drain (and some other reasons?). I would probably prefer to set this mode for the older devices that run the engine very slow but I don't think there is a way to switch this mode at realtime :(

  • Oddly, I just ran my app on another low spec android device (Adreno 330) and everything ran at a crisp 60fps including the tweening.

    I think the Adreno 330 is a bit more powerful than the Mali-t720.

    Maybe I just need to increase my minimum device spec?

  • I feel your frustration.

    I'm having a nightmare optimizing for Android on a low end device. For me running a single tween drops the fps by over 30-40%.

    I only get a solid frame rate (50+) on device when nothing is moving.

    I'm not sure I have anywhere to turn. There don't seem to be any answers here. :(

  • By disabling groups I've got the main screen running at around 55fps- but if there is nothing moving, then it's kind of pointless to have a good fps.

    Still though, when I hit the button to tween it drops to around 35 fps for the duration of the tween and the CPU goes from around 12% up to 60%. The button performs no other action and nothing else happens apart from this.

    --> Hours_Button: Tween "" property Scale to 1.1, 1.1 in 0.5 seconds (In Out Sinusoidal, destroy: No, loop: No, ping pong: Yes)

    Once the tween is complete the fps returns to 55 fps and CPU returns to 12%. The tween is losing me 20fps when its running.

    It's most definitely the Tween...or my device just can't handle tweens ?!? :)

    Note: This is just a simple sprite with no text. It is not attached to any parent the scene graph and does not have any children.

    Also, testing this on PC when the tween starts, draw calls go from 0.1% to 1.8% during the tween. Clearly, it's no bother for the PC but its an 1800% increase which is clearly affecting the low end tablet I'm using.

  • I mainly use groups as an organizational tool (a group could contain some initialization code as well as other runtime code) to help me visualize different areas of my project, but since attempting to optimize my project I noticed some odd things:

    When I disable one of 2 groups I get around a 5fps performance increase even though that group only contains one off triggered event (on clicked etc)

    When I disable another group (and re-enable previous group) I see the same effect. AGain, the group only has individual triggers (no on tick events)

    When I disable both groups together I get a massive 20+ fps performance boost. Now, I'm no mathematician but 5+5 does not equal 20 so my questions are:

    • Why is this happening?
    • Am I wrong to use groups as an organizational tool. Are they purely meant for optimization?
    • Why would I get ANY performance increase at all when disabling a group that only contains one shot events?

    Thanks

  • Is there any way to return the type of GPU or type of CPU?

  • Yeah its a pretty bad device and I've optimized everything as far as it can go. Even virtually empty scenes run at about 30-40fps with almost no events. I am using the remote preview to test.

    Its bad though, because i'm seeing other comparable (or even more detailed) games running very fast on the same device.

    The fps drops from 30 to 20 as soon as the tween starts. If I start another tween, its drops even further.

    I could send the project but its quite large and It contains a few additional plugins (ProUI).

  • However, when I run something like Geometry Dash (Cocos) on it or other apps that even I made with other engines (Unity) I get a much smoother experience on the same old device. (These are comparable in terms of the kind of amount of objects I have etc in my game.)

    I'm starting to think this might be a C3 issue. Maybe it's just not fast enough to run on older devices.

    I really don't want to have to switch engines halfway through a project though !!