SnipG's Forum Posts

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  • "It's a classic engineering tradeoff between two different priorities; however I think projects like this demonstrate that we need to improve the balance between the two."

    When C3 matures enough. Could it be possible or if you consider it. Ability to give us different releases when there has been huge changes to C3.

    For example from perspective of this spritesheeting: Stable 150 - has current spritesheeting, release 150.1 has new one and so on. So users can benefit from different cases and are not stuck with just one.

  • You should not care about that number. You can resize that debug window and see it changes. Put debug stats on another tab and it will increase.

  • Oh, i thought last time you use c2runtime vs c3runtime. But you compare here C2 vs c2runtime in Construct 3

    New "Adjusted spritesheeting algorithm to save memory" could be only be for c3runtime.

    Anyhow. What a mystery this is :D

  • Maybe the "Soon to come" New ScirraArcade will be better then Epic store. Much less competition, only construct games allowed :)

  • Try updating webview app. Look if system update has it on list or get new from app store(system should update it by default, you may have ignored it).

    Look systems apps -> webview and put down the version you have.

    I don't have some old phone to test, but newer ones don't use internal webview anymore, but older one should still use and be able to update it, least to somepoint(i am not 100% sure but it should be like this)

  • Go into phone dev tool and look which webview is it using, switch to chromes. Try updating your webview.

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  • Image from your previous post.

    If it is what the name suggest, then get rid of that layout.

    As Nacra linked: construct.net/en/make-games/manuals/construct-3/tips-and-guides/memory-usage

    Just read it and follow the best practices.

  • If its C2 532 Spritesheet vs C3 only 167. Then c2 should cause more peformance loss, pulling/using sprite from different spritesheets have huge impact, depending how you arrange images in your project.

    C3 should still peform better, ofc if you use some kind spritesheet layouts etc, then its like lottery from how many different spritesheets you pull images or how c3 spritesheeted them. You could possible use, any given time, 40 spritesheet on c2 vs 80 in c3, and easily have that high impact.

  • If you use stable release, then i think it has memory leak still in it(text object causing it). Use/try beta release instead.

    It affected Gpu, but could somehow affect ram too, best option for you is to use latest beta.

  • I have had all kinds of problems with touchID, just too unreliable. Like xiaomi phones that are getting popular, when you do 2+1 touch, touches just freeze/reset. So i just use TouchIndex or variables.

    You could possible set TouchId to some unique vars, but when on xiamo touchID reset at 3 touches, 4 can be same as 1. Maybe you got some super good workaround, not sure about that.

    So i encourage people not to use TouchID.

  • TouchID should neverEver be used on Mobile dev(every phone handles it differently). Use touchIndex instead.

    To join with the Post Overall Mood: youtube.com/watch

  • I did not flip something, maybe i did bad example. But in physic game, world gravity 0 or immovable physic object are very often ingame.

    Physic itself ofc does not involve with rendering, but behavior itself still moves object with textures, and if there is some bug, it will impact gpu and other aspect of game.

  • Was doing some bug report to issue tracker and was sent to here, to discuss why is it happening as physic behavior should not affect GPU. If there is someone who knows it better, or bug is just happening with my pc, not sure about this.

    Example:https://onedrive.live.com/?cid=F559A24F927C9F9F&id=F559A24F927C9F9F%211020&parId=F559A24F927C9F9F%21145&o=OneUp

    Having example in fullscreen and taping to create new sprites. In c3runtime gpu will very high and already at 150 sprites it will drag fps to ~30fps and gpu 100%. While in c2runtime gpu is around 10% and fps stays 60.

    I am pretty sure physic sprite in c3runtime, when its set to immovable or world gravity 0, is still handled in a way that it somehow is constantly moving, triggering some webgl batching problems etc, while c2runtime has this covered.

    So is there someone who can clarify how is physic, in this case, affecting GPU, or its something else?

  • Neat little game like that dan-ball.jp/en/javagame/dust in which you can make similar effects youtube.com/watch