Ashley's Recent Forum Activity

  • If I do so, ram usage at the start of the game (in export file) will be about 10 gbs! Out problem mainly is ram usage at the start.

    This is a sign of extremely inefficient game design. See the (old but still relevant) blog post Remember not to waste your memory.

    FWIW Construct 3 does provide more control over memory management. Also the small lag is because it's having to load images for the object on-the-spot. Construct 3 also does that asynchronously (in parallel with the game) which fixes the lag (although instead the object is momentarily invisible while its images load). The new C3 runtime is also much faster.

  • All Android 5+ devices are supported. We are not talking about any dropping of support at all here.

    If your device is 7 years old, I would guess there are only something like 1-2% of devices out there in active use that are that old. So if a 7 year old device doesn't run a game very well, I don't think it's a big problem. The game still runs though so it's supported.

  • You can control the STUN/TURN settings. The tutorial covers that.

  • i did the test on s3 mini and the difference is huge

    A quick look-up shows that the S3 Mini is over 7 years old. That's absolutely ancient for phones, and I'm sure the vast majority of devices in active use are much newer. For example Apple now show separate iOS usage stats for devices released in the past 4 years, which I think covers most active usage.

  • I'd point out that in the past, people have blamed all their 1-star reviews on the Android WebView update problem, when there didn't seem to be any good evidence that the problem caused most or even some of the reviews. There are other reasons that apps can fail to run, notably graphics driver bugs which have been a big source of problems for years due to poor quality software by the vendors, and these also affect C2 runtime games. So unfortunately compatibility problems like this are more or less a fact of life for Android publishing. If you're really worried about it, setting higher minimum requirements should help with both C2 and C3 runtime games. It's not specific to the C3 runtime nor is it solely because of the WebView version, which is another reason we can't justify making decisions on this basis.

  • We switched from UIWebView to the modern WKWebView years ago. I think it's just a false positive due to some old references left behind to UIWebView in Cordova's code. They should have fully removed it soon.

  • The number of mistakes has increased to 173. Latest log: https://www.dropbox.com/s/9os5b29ip2vszfg/uk-UA-2020-02-24.txt?dl=0

    It still looks like there's inappropriate use of machine translation.

    All these mistakes will need to be fixed before we can proceed to the next stage of review.

  • Just use whatever you put in the ID project property.

    It makes sense to default to this value, so I changed it for the next release to use that value automatically if you leave the app ID empty.

  • I've no idea. The fullscreen mode should have no effect on this at all.

  • See the multiplayer tutorial series which covers connectivity.

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  • All the currently supported scripting APIs are documented in the scripting reference. For everything else, see the example on integrating events and script.

  • I would guess there's an issue with using dual-monitors with different refresh rates.

    The timing project showed times of 8.1 and 9.6 seconds, a ratio of about 1.185. The ratio of 75 Hz to 60 Hz is 1.25. It's not super close but the right ballpark, so I'd guess in this specific setup it's possible it ends up using frame times from a different display using a different refresh rate, resulting in the wrong speed. I'd speculate that if it was using frame times from the 75 Hz display (13.3ms frames) on the 60 Hz display (16.7ms frames), it would run slightly too slow.

    I'm sure this is not an issue with Construct since it will always work at the same speed providing it gets the right frame time measurements. I guess it's a Chrome bug, but it's difficult to see how this can be resolved - e.g. if you have the window displaying half-and-half on each display, what framerate should it run at? It's a weird setup and hard to know what it ought to do in that case.

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Ashley

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