Simple Games's Forum Posts

  • I'm having some issues with sound too, but it is not a lag - just that the game often refuses to play multiple sounds at the same time. Maybe it is the same in your case? (Though I'm using C2 runtime and m4a, ogg audio, so maybe it's fixed with webm and C3 runtime)

  • If you have more than 1 instance of bullet in your project, make sure that ALL bullet instances that are in your project have Set angle property enabled. To do this - find your bullet object on the right in Project tab, right click and choose Select all in project then set property Set angle to true

  • Colludium's plugin has collision point detection, and visible collision mask as well. You can ask him if it will help in your particular case.

  • You could probably cut those 5% of users off by building apk for android 7+ only.

    Not really, I have this issue on 7.0. Also by excluding everything below 7.0 you exclude 30% of users who have Android 5.0, 5.1, 6.0

  • You'll need whole zip to upload it as playable game. For example, here you can just drop your zip and test it app.netlify.com/drop

  • dop2000 Well from what I heard so far it seems like my situation when updating Chrome and webview doesn't help is kind of exclusive, but still, as I mentioned before - most players will not care to manually update Chrome or webview to play the game they just downloaded.

  • Try Construct 3

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

    Try Now Construct 3 users don't see these ads
  • And, of course, this issue with webview. Whenever someone brings it up - devs just suggest you to update webview and chrome and say they don't want to support outdated tech, and it makes sense if you just make a game demo for yourself, but on a scale of say 1 000 000 installs it's a HUGE issue. No big game publisher will take your game while this problem is present. And by the way, another thing that can cause white screen for your users can be audio webm format, while it is not explicitly stated (just like with c3-runtime), but this audio format also requires up-to-date webview and cuts off a lot of users even if you use c2-runtime, so try using mp3 instead

  • CGamez Thanks for this information. That's what I was afraid of. It almost looks like Construct 3 is not created for commercial games (so monetization, tracking and other important features are so limited, while some far less important features are actively developed). Not to mention it probably took them a year to add notch compatibility for Iphone even though I suggested a fix on their github months earlier.

  • newt For some reason it still doesn't work on my android 7.0 device even though webview on GP looks like it is up to date (so is Chrome). On android 6.0 device I had to manually enable and update webview which is still not very usable option for wide audience (maybe it has something to do with the fact that Chrome is not installed on this device).

    I wonder if there is some pattern, theoretically from what I understand - it should be auto-updated for all 5.0+ devices, yet in my cases it wasn't.

    Would be useful to hear from people who used c3-runtime in games with 10k+ downloads if their users encountered this issue.

  • I tested my game with c3-runtime on two devices (android 6 and android 7) - both times it didn't start, saying I need to update webview. Obviously, average user will not care to manually update webview, they will just close the game and forget about it (maybe even leave negative review). So I wonder, how common is this issue, and is there a way for me as developer to fix this while still using c3 runtime?

    Update:

    Comment here on the issue to encourage Google to fix it

    Google's representative said: "I'm going to take this bug for now to keep track while we think about and discuss it a bit more to see if this is something we're going to pursue.", but since discussion didn't get much traction - they didn't do anything yet.

    Tagged:

  • Good job! Did you use c2runtime, c3runtime or Construct 2?

  • You're welcome, I'll try to help if you have more questions regarding this topic.

  • I use scale outer, but you can check out all options, it depends on situation

  • On the left side find Project properties - View there you'll find Orientations and Full screen mode

  • I use Save action pretty often in my game and RAM usage gradually goes up from 300 to 900+ MB (then starts lagging and then crashes). If I don't use Save action - it stays at around 300 MB.

    I use only one slot for saves and there was no such issue when game was built with Cocoon.

    Is there a way to fix this?