Je Fawk's Forum Posts

  • I would be very interested in this as well, but mainly for WP8 and Windows Store.

  • The only workaround I know is to lower the resolution of the sprites. It works great for mobiles.

  • I updated the beta 175, exported the project again and retested. It still froze but it seems much better now as I tapped with 5 fingers for 32 seconds. The tap timer reached 799 and then it froze .

    I got the latest phone updates as I got a dev account.

  • You need to update it manually (see the link at the bottom of the forum).

    If you are using the steam version however, this is another story

    Ah dammit, thanks

  • I checked the option, restarted Construct 2 a few times and nothing is happening.

  • Use emulators, make a test project with a lot more sprites and try to reach the maximum RAM for the low-end emulated device (which is usually 512MB). Once you reach by whatever means possible the 512 in Construct, export it and emulate it; see how it goes.

    You can then extrapolate the results for the higher end devices.

  • I read a lot of optimization info regarding Construct 2, however i could not find anything related to RAM usage, only CPU and GPU.

    Your best bet on an Android device would be to use an app. Sadly I cannot post URLs

    My suggestion is to compare the Construct 2 memory number with those in a test project while using a few scenarios. You might find that the objects not on the screen might not be loaded into the RAM, thus your wardrobe must display as few sprites per page as possible to make it RAM-efficient.

    Here's a snippet on how to create a log file with RAM usage in Android:

    [quote:oub6smek]How to get a heap dump

    I created the heap dump using the emulator.

    I created a new avd for the 1.5 preview:

    android create avd -n test -t 2
    emulator -avd test[/code:oub6smek]
    
    Then you can logon to the emulated phone and make sure that the /data/misc directory is writable :
    
    [code:oub6smek]adb shell
    chmod 777 /data/misc
    exit
    [/code:oub6smek]
    Heap dumps are actually created by sending the process a SIGUSR1 (-10) signal.
    
    [code:oub6smek]adb shell ps[/code:oub6smek]
    
    check for the pid of your application
    
    [code:oub6smek]adb shell kill -10 pid[/code:oub6smek]
    
    You can check with
    
    [code:oub6smek]adb shell logcat[/code:oub6smek]
    whether it works. You should see something like:
    
    [code:oub6smek]I/dalvikvm(  ): threadid=7: reacting to signal 10 I/dalvikvm(  ): SIGUSR1 forcing GC and HPROF dump I/dalvikvm(  ): hprof: dumping VM heap to "/data/misc/heap-dump-tm- pid.hprof-hptemp". I/dalvikvm(  ): hprof: dumping heap strings to "/data/misc/heap-dump-tm124026 3144-pid.hprof". I/dalvikvm(  ): hprof: heap dump completed, temp file removed D/dalvikvm(  ): GC freed 1292 objects / 92440 bytes in 11 sec D/dalvikvm(  ): GC freed 215 objects / 9400 bytes in 963ms[/code:oub6smek]
    
    now you can copy the heap dump from the (emulated) phone to the Desktop machine:
    
    [code:oub6smek]adb pull /data/misc/heap-dump-tm-pid.hprof address.hprof[/code:oub6smek]
      
    Now the file you will get does not conform to the "standard" Sun .hprof format but is written in Dalvik's own format and you need to convert it:
    
    [code:oub6smek]hprof-conv heap-dump-tm-pid.hprof 4mat.hprof[/code:oub6smek]
    
    Now you can use the Eclipse Memory analyzer to analyze the memory usage of your application.
    
    
    Good luck!
  • Thanks zenox98 , I will do that.

  • Have you tried make one sprite for a type of costume and populating that with images ?

    Also how exactly do you test the RAM memory used? Just by looking at the counter on the status bar in Construct 2 at the bottom?

  • I want to buy the personal pack. However I would like to do so from Steam as I have multiple computers and I suppose I can use it from any.

    The question is, how do I link that purchase to this "Je Fawk" account?

    Thanks

  • It's okey, I found out

    Didn't know exactly how to use the angle expression, wasted like 2 hours (not kidding)

    Now all I need is to find out how I can rotate the player so the ship won't instantly turn the other way.

  • Any ideas? :[

  • It depends on the platform. Windows Phone 8 and 8.1 handles these differently and it's quite strict too as it needs to run on the background and use the battery.

    You can check this for more info: http://msdn.microsoft.com/en-us/library ... 2(v=vs.105).aspx

    The notifications in the WP8 would be a toast notification or a Live Tile update. The sound and vibration would not work.

    For toast notifications you need to search for Push notifications.

    Sadly as you can see this is not a cross platform feature; for the WP8 you will need to modify the exported solution quite heavily to make this function only with the notification.

    Sorry.

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  • I have a spaceship and I would like to add a bullet behaviour to it. How can i use the bullet's Set angle of motion to point towards where I tap, specifically Touch.X and Touch.Y?

    Thank you very much

  • I had something similar in a space game I wrote last year ( http://korelos.clay.io/ ). I need the ships to follow and attack the player ship, though not necessarily directly on top of it. It turned out to be very simple, what I did was have the ships constantly move towards a point near the player ship (adjusted slightly on both axes by a random number, e.g -100, -100 so they move to a point above/left of the ship). Then they just constantly move towards that point, by changing their angle to the correct angle (and you can use bullet behaviour to keep the car moving). Every 5 seconds or so, change the random point that they're heading for, to make them bob about to different positions (makes them look as if they're trying manouvers etc).

    Mind providing a .capx with that behaviour please ? <img src="{SMILIES_PATH}/icon_redface.gif" alt=":oops:" title="Embarrassed">