q3olegka's Recent Forum Activity

  • No. My problem persists even after exporting. And it doesn't even depend on the browser, game in chrome also doesn't work on the iphone.

    browserstack.com shows that iphone versions below v17 are not working

    q3olegka.com/demo/r399

    black screen

    q3olegka.com/demo/r398-2

    but this ok

  • I only have one iOS phone. This is the iphone 6s 15.8.2 version. So I take two empty projects with one sprite on the layout and check it through remote preview. One project is r397-2 and it works, and the second is r407 and there's just a black screen after loading.

    UPD: I rechecked the old releases and the project breaks on r399. It just shows a black screen. The game works until r399.

    Ashley Can you check it out?

  • First I checked on my phone (ios 15.8.2) and the game didn't work. There is not even a message that this version of the phone is not supported, the splash screen is not even displayed. Then I checked on browserstack and out of 15 options, even an empty project opened only on the two most recent versions of the iphone. Why?

    The last stable version works well

  • I would like to clarify, of course. When exporting, how hard is it, when "loader layout" is enabled, to assemble sprites from the loading screen into a separate sprite sheet? Because the engine understands which sprite sheet contains the sprite from the loading screen and loads it first. But this is more of a question for Ashley.

  • Hello, I am using loader layout to display the loading screen. I only left a few sprites on it for a nice look. But here's the problem - when assembling sprite sheets after export, the sprites from the loading screen are packed together with the rest of the sprites. And because of this, large sprite sheets are created, about 3MB in size, and these sprite sheets have to be loaded at the very beginning in order to reach the loader layout. As a result, half of the game is already loaded before the loader layout appears. And half the time the player looks not at a beautiful loading screen, but at an empty one (there is now a white background and a logo).

    There is not a word in the documentation about sprite sheets, but only a reminder not to load the layout loader with a large number of sprites and animations.

    I would like to know if there is a way to fix this?

    p.s. Usually in games the logo appears at the very beginning for a second, and then the entire game loads. I don't want to use two different loading screens in the game (splash screen and loader layout). Percentages at the beginning or a splash screen that is difficult to change through the source code. And, of course, I didn’t want to wait for half the game to load in order to see the loading screen

  • If the steam overlay in WV2 does not work, it turns out that remote play together will not work? This, of course, is not very good

  • I'm interested in it too. I would not like the Steam to disappear, like the consoles

  • I just want to support Mikal in this topic. He has long made a great contribution to the development of C3 and continues to do so. My respect

  • Hi. Does anyone have a problem when you do a mix of animations for 0.5 seconds, but sometimes the mix doesn't work and a new animation appears instantly without a smooth transition?

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  • Really. Firefox coped well with resizing the image, unlike opera and edge.

    But, this means that any browser problem that leads to a C3 problem is still a C3 problem for all users...

  • DiegoM can you fix it?

  • C2 still wins in the smooth resizing of images. Can this be fixed?

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q3olegka

Member since 30 Sep, 2015

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