Kashin Ginn's Recent Forum Activity

  • Alright, thank you!

  • Hello,

    I was testing the CPU & GPU utilization % on mobile. I noticed that

    On PC:

    CPU : 10-12%

    GPU : 9-10 %

    VS mobile

    CPU : 20-25%

    GPU : 50-60%

    I was wondering if this is normal on mobile?

    Note that I followed the performance tips on this site but never saw the recommended CPU or GPU % for mobile devices.

  • R0J0hound

    Hello,

    I'm not sure about a debug APK vs a signed/normal release version yet... I will test it out later.

    About the debug version... it happens even if there's a single sprite moving in the whole project and the FPS is constantly between 59-60, so I'll bet there's something else going on...

    ... but thanks!

  • Hello,

    On created you cannot access the instance variable directly.

    You need to set "Wait for previous actions to complete" after creation

    then do the pick via the instance variable.

  • R0J0hound Ashley or others

    Any help from you all, on this issue or on how to export properly?

    I feel like this post will be lost in the forum soon...

  • Hello paxclara, thanks for replying.

    By janky movement, I meant that the sprite is moving smoothly and suddenly few frames are lost while moving, then back to smooth movement again. This happens like every few sec and I noticed that the game is at 59-60 FPS constantly.

    - Pixel rounding is always off in my games, because I need smooth movement which requires decimal values.

    - I've tested on a remote preview on my phone and the movement is smooth compared to an APK.

    - I tested on a blank project just in case I had lots of functions being called but the issue happens there as well. Note : only when it is exported as an APK

    - Also tested with WebGPU or Worker being on/off

    I've come to the conclusion that this might be related to the Android's webview. I don't know how other devs have been doing it or never cared about small issues like that.

    But to me this is a huge problem as I want to give a very good product on the store and I know I have uninstalled many games when I came across "janky" issues like that (where the game required accurate movement to win etc).

    There's something that needs to be done on the export, but I'm not sure what it is.

  • So just create a sprite.. add a sine behaviour to it and export as debug APK.

    Observe carefully.

    The movement is janky. Even tho the FPS is 60. Why?

    Same issue if I use

    self.x + speed * dt

    How to fix this?

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  • I'm not sure what you mean. The remote preview is done on my phone. so...

    The game runs fine on my phone via the remote preview. 60fps on mobile

    But when exported as debug APK, and tested again on my phone. it loses 5-7 fps

  • It seems like when I export a debug APK to test on mobile.. the game loses about 5-7 fps. But on the remote preview, there's no fps drop on my phone.

    Is this an issue or is there a way to properly test the debug APK?

    Did anyone have this issue when creating a real APK instead of debug?

  • Hello Ashley, this seems to do partially what I want currently, except that in a huge loop, I have to specify everytime which param needs to be a string or number.

    Furthermore, if I now want to send lots of parameters (e.g JSON values), this gets messy. (Now having lots of similar functions/loop/checks in the long run... oh no)

    In my humble opinion, having "any" could greatly simplify the use of function parameters and avoid lots of redundant variables since we can just check the "is value type" for the received variable. Thank you.

  • So I have a function called func() in my event sheet.

    Somewhere else, I'm calling this line via scripting :

    runtime.callFunction("func", param);

    The issue now is, sometimes the param I'm sending is either a string or an integer

    How can I retrieve the parameter in func() and check its typeOf?

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Kashin Ginn

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