TheScythe's Forum Posts

  • Yeah, I'm following that as well. I see you commented that it happens on Chrome browser as well, but I must say, testing my own game on the Alcatel A5 LED with Remote Preview, seems to work just fine. The problem (for me) is indeed limited to the webview.

    Thanks again for getting to the bottom of this, and no worries about this beta, I'll rollback my project to 136 today and export a new APK with it.

  • Thanks a lot, Ashley! I have seen that a new beta has been release, but the change log doesn't state wether this temporary workaround was added or not. Is the WebGL2 disabled in the new release?

  • Tested Space Blaster with two devices in the office:

    Pixel 3: Adreno 630 - working

    Samsung Galaxy Tab S2 (SM-T710): Mali-T760 MP6 - broken

    I think this is sufficient to prove it's Mali GPUs. I should be able to get a bug filed with Google over this soon. In the mean time we'll disable WebGL 2 on Android in Cordova until there is a resolution for the bug. Thanks for the co-operation folks.

    Sorry I couldn't get on to testing it, I had a very busy bunch of days lately. Is a Construct update needed for this, or just exporting on Cordova normally right now works?

    Thank you for all the attention given to this matter!

  • Yes, I think I know how to do it. I'll try and get back to you later today.

  • Ashley

    TheScythe - do you have a specific model number to identify the variant of the K10? I looked up the stats and the GPU it uses depends on the variant (which presumably depends on the market region).

    It's the 2017 model, Mali-T860MP2.

  • That is sad to read, but it may help.

    Also, forgot to mention: when testing with Remote Preview, on the previously cited Device 1 (Alcatel), it worked just nice. It is something specific to the Cordova export. I have tested on an LG K10 and got the same results from the Alcatel device (black screen).

    Thanks for the help, guys!

  • Ashley

    Does it work OK if you remove Mobile Advert?

    For me, it didn't, apparently. I have removed some external plugins (GameAnalytics), Google Play Games, and Mobile Advert. Even without those three, I still hit a black screen.

    Also, Nepeo, I have sent a download link for my C3P project file in the e-mail address that you informed.

  • I have tested on two devices:

    • Device 1

      Manufacturer: Alcatel

      Model: A5 LED

      Android: 6.0

    • Device 2

      Manufacturer: OnePlus

      Model: 5T

      Android: 9.0

    Export type: Android Cordova (tried Release and Debug).

    Chrome: Latest

    Webview: Latest

    Has Mobile Advert plugin.

    Exporting with 137 works on the second device, but not on the first. Exporting with 135.2 and 136 works on both.

    I have a small intro, where I show some logos. This part always works. After that, when the layout is changed, I get a black screen (background color), music and sounds, and the game responds to touches and further changes layouts.

  • So I have reverted the entire project to 135.2 (I'm using SVN), and tried to export with both 135.2 and 137, without any changes whatsoever.

    When exporting with 135.2, the project worked as expected. But on 137, I got black screens when changing layouts.

    No errors were seen in the console when debugging, so I could not identify what is wrong... Unless I share with you the whole project, there is not much else that I can do right now...

  • I am trying to figure out what the error is, unfortunately I don't have access to the phones at the moment, I'll check it out tomorrow and file an issue if there actually is one.

    In most cases the project can be safely modified to open in an older version.

    That is precisely what I need to know, what needs to be modified? Since I'm not using any of the new features, what can I do to convert it back to the latest stable?

  • So I have been using Construct r137 (beta), but something is breaking on my project after that, and built APKs are not working properly on some phones.

    Is there any way to rollback my project to the latest stable version? I am not using any of the new features introduced since then.

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  • Thank you, !

  • Hey guys! I have recently finished developing my first game ever!

    It's been released on Google Play, for Android only (for now). I'll leave a video and a download link here. Hope you enjoy.

    Subscribe to Construct videos now

    https://play.google.com/store/apps/details?id=br.com.gryphongamestudio.alienssettle

  • Ashley

    As ever you can answer your own performance questions with measurements

    Yes, thats exactly what I did. But it wasn't negligible in my case as there are 15 avatars, which would mean 15 extra black sprites. Went with the layer effect choice, and it is looking great, even on lower end devices now.

    Thank you all for the help, and Ashley, sorry again for being so rude before.

  • By the way, according to the docs, it is more efficient to group objects with the same effects on a layer with the effect. However I have some player avatars, that can be locked (fully black + alpha) and unlocked (colored + alpha). In this situation, which is better?

    1. Add both images (locked & unlocked) as different sprites
    2. Add both images in the same sprite as different animations
    3. Add one image and generate the other using Set Color effect on a layer

    I have figured, based on the knowledge gathered here and in the docs, that it is better to use the effect on a layer. Why? Adding another sprite for the same thing is too memory-consuming, maybe worsening the situation as there is one extra thing to pack and load at runtime. Am I correct?