Ashley's Recent Forum Activity

  • - x=1: profiler shows "Est. image memory = 3700mb"

    3700mb image memory is extraordinarily high. Many systems will fail to run the project if it uses that much memory. You should try to reduce it to a quarter of that or less. It's an old blog post but there's still good advice on using images efficiently in Remember not to waste your memory.

    Why does the profiler show 3700mb image memory if Task Manager is only showing .8gb usage?

    Memory usage accounting is actually very complicated: GPU memory is separate to system memory, and I don't think Task Manager includes GPU memory at all; browsers are multi-process architectures and memory usage can be distributed across different processes; and shared memory can be accounted for in seemingly unrelated processes or even double-counted depending on what you're looking at. It's best to go by the numbers Construct tells you, as it knows what it's loaded.

    The images directory of my project is 1.1gb. Why does the profiler show 3700mb for images?

    Images are always decompressed in memory. See Memory usage in the manual for more details.

  • Please report any problems by filing an issue following all the guidelines - it's impossible for us to help without that information.

  • Modding by editing the exported project isn't really feasible - it's not designed to be easy to edit, and in fact in several ways has been deliberately designed to be difficult to reverse engineer, because a lot of people are concerned about that. Minifying helps harden it further against reverse engineering, but it's still not easy to begin with.

    If you want your game to be moddable it's probably better to add your own extensibility logic (e.g. a level designer, settings, loading custom images, etc) or just share the source Construct project so other people can tweak it from the editor. Neither of these things really have anything to do with minifying.

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  • These are used for the Physics behavior.

    See the manual guide on MIME types for correctly configuring web servers.

  • Reducing images size to 600x600 px and the number of frames to 50 you can save ~330 MB!

    If memory optimisation is important, I'd recommend going a little under a power-of-two size - in this case 500x500, as it is a little under 512. The reason for this is the images are packed on to spritesheets that are a power-of-two size (2048x2048 by default) with a couple of pixels padding. Images just under a power-of-two size pack much more efficiently on to spritesheets, as more of them can fit on a single sheet. For example a 600x600 image can only fit 9 times on a 2048x2048 spritesheet (3 in each direction), but a 500x500 image can fit 16 times on a 2048x2048 spritesheet (4 in each direction).

  • Despite the name, there is support for web adverts on all platforms with the Mobile Advert plugin - see this thread for details.

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  • No, web fetches are deliberately disabled in the editor for security reasons.

  • In the latest beta, there is both an 'Interactive' checkbox in layer properties, and a 'Set layer interactive' system action.

  • Scroll down a bit - you can just about see the icons of apps you can share with at the bottom, but they are partially covered up. Any installed social media apps you can share with appear there. For example Twitter appears there for me.

  • The built-in Share plugin works in all situations, including in Cordova (Android/iOS with webview. There's no need to use scripting.

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Ashley

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