Ninjadoodle's Recent Forum Activity

  • Hi Ashley / others

    Since there is still no official answer, I'll re-ask the question hoping someone might spot it.

    Taking the cpu heavy text fields out of the equation, I've tried setting up a barebones project that is using a single 'sine' behaviour on a single sprite.

    This alone make the cpu go to around 85% on an iPhone SE. This is from reading the remote preview debug info.

    Is this reading correct? If it is than there is not much that can be done to optimise your game, if you rely on some of these behaviours.

  • Thanks for the info on text fields

    I just did a simple test where I use a single behaviour (Sine) to make a single image get smaller and bigger.

    Just using this single behaviour on a single image says it's using around 85% CPU on an iPhone SE.

    This doesn't seem right, but if it is, there is not much that can be done optimisation wise, if your game require some of these behaviours (e.g. sine / tween etc.)

    Ashley - do you have any thoughts on this, I would like to know whether the reading is perhaps incorrect.

    Thanks guys

  • So it looks like most of the high cpu usage in this case is being cause by ...

    ... updating a contdown timer textfield

    It seems strange that something so small and simple would require all this cpu usage.

  • Hi guys

    Thanks all for the replies. I am literally not using any 'Every Frame' events, and most of my events are either onTouch or on Animation complete type triggers.

    I really don't know what I can do to optimise the level any further.

    From my tests, some of the simple examples that ship with C3 also use up to 90% cpu - this feels like something is not right.

  • Hi Ashley / anyone else who might be able to help

    I just have a quick question about normal CPU usage.

    Some of the simple examples as well as some of my simple levels go up to about 90% cpu usage on iPhone SE.

    This is info I get from the remote preview profiler.

    I am getting 60 fps, but the CPU usage seems very high.

    Is this normal?

    Thank you in advance

  • Hi guys

    Is there an easy way to copy a bunch of library objects from one project to another?

    The only way I can think of is by dragging them onto the stage individually, and copy / pasting them into the new project one by one - really tedious and slow.

    Thank you for any help

  • Hi guys

    I'm not a web expert by any means, and I'm just looking for some advice.

    I have an index.html with a bunch of thumbnails pointing to a mini-game each. The mini-games also have their own pages.

    I would like to display/load a different thumbnail on the main index.html page depending on whether you have completed a certain mini-game or not.

    Is there any way I can have the main index.html page somehow read the 'local storage' of a particular minigame, and load a different thumbnail accordingly?

    I really have no idea whether this can be done, so any help/advice would be really appreciated

    Thank you in advance!

  • Hi resdesign

    This is awesome, thanks heaps for porting this

  • Hi clock

    I've been in a similar boat, as I used to make games in Flash.

    Since Flash's demise, I've been really careful about picking a game engine/technology that wouldn't suffer the same fate. I', quite confident that HTML5 isn't going anywhere, and in one way or another, you will be able to deploy games using that technology for a very long time.

    Scirra's products (C2 and C3), are HTML5 game engines (not native). This doesn't however mean that they are not fast. To be honest, from what I've tried and heard of GameSalad in the past, I am pretty certain that C2/C3 provide much more performance and flexibility.

    One of the main reasons I've started using C2/C3 is because of Scirra's support. They have an awesome track record of fixing bugs regularly and keeping the engines up to date.

    Saying this, one can never be completely certain of what will happen in the future - but at least with C2/C3 you don't have much of a learning curve in front of you (like some other engines).

    C3 is still in beta, and the exports to iOS and Android with all the trimmings (ads etc.), still seem to be a work in progress. I personally think that its worth hanging in there and seeing what Scirra comes up with.

    There are other engines out there, both Native and HTML5, that will get you where you want, but if you want a Drag and Drop Game Engine with an easy to understand eventing system and build in effects, particles, physics etc. you will not find an easier and more fun engine to use

  • Hi Nepeo / Ashley

    Thank you very much for your explanation and your help with this issue. I've made another test including only *.m4a sound files, and I can now get my levels to load and play sound on the Galaxy phones I've tested.

    Thanks again for the workaround!

  • Hi Nepeo or Ashley or Tom

    Thank you for your reply. I've tried including an m4a sound file only, and while this works on iOS, I seem to be getting no sound in the Samsung internet browser I'm having issues with.

    I'm currently testing another html5 game framework, and I'm able to include both m4a and ogg file and have no issues with sound playing in all browsers I've tried.

    My question is - if it's so simple for me to get working in an open source framework, why is this such an issue with C3?

    Just curious as I'd like to find a workaround to play sounds across all browsers - even the buggy ones

    Thank you in advance!

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  • Hi Ashley

    Thank you for the reply. When I try to import OGG into my project, C3 tries encoding it again.

    So basically C3 is not letting me import OGG file, which are the ones I need for Android.

    What can I do about this?

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Ninjadoodle

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