damjancd's Recent Forum Activity

  • Spritefont lags on mobile if it's even more than 500... I'd use spritefont since it doesn't have size limit, other than the lag

    I want to cut it, but I can't determine which text how much it takes up, to automatically set it up. It's a large visual interactive novel, and has LOTS of chapters. Cutting it up would be a long arduous process. I'd rather find someone that could make a non-texturesize increase zoom function for text objects, so I can just zoom in a smaller version of the textobject, than cut it up manually

  • Thanks anyway I feel like I can understand your struggle with the rock here

  • My hands are utterly tied here. I can't use text object since the limit on 4096 height, and I can't use sprite font which works perfectly on Mac PC, but framerate is instantly terrible on mobile for bigger texts.

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  • I haven't tried it out on Android. I'm trying to find a workaround to this, but nothing seems to work.

    I tried scaling the spritefont or text layer, just that layer, and making the original text smaller, so when scaled, it reaches 4096, but it's zoomed in.. still didn't work unfortunately.

    It doesn't work on Ejecta and CocoonJS... ipad mini is not affected, but ipad air is, so is iphone 5s.. it's strange.

  • jayderyu Unfortunately I can't do that since even with static text, if it's filled with 40% screen text, it lags horrendously. I managed to scale up a layer where it holds the text, I made the text much smaller font, so the height is actually much less and then it's blown up by scale, but on Ejecta it doesn't even show the text if I use scale, and on CocoonJS it still has the same 4096 limit on some devices.

    If I can find a behaviour or effect that just zooms in (scales) certain objects, that would be ideal, since I can zoom the text 3 times, and have the size 3 times smaller, enabling me 3 times the text amount of a textobject, and that's it. I would actually pay for someone to do that, I've been struggling with this error, trying to find a way around it for the last 3 months. And release date is approaching. Of course I can do it manually, but it would take a LOT of time separating all texts, and the players would benefit from a smoother experience.

  • eli0s oh sorry, I just saw that there was conversation after that initial talk. The forum didn't inform me at all

    Thanks!

  • Aphrodite Thanks for the tip. But I have to fill about 1/3 of the screen of an ipad with text.. it will still lag I'm looking for a way maybe to load with AJAX , separate pieces of a LARGE txt file. Maybe that will be a viable workaround.

  • It's on cocoonJS and Ejecta too. The same problem there.

  • I would also love to know an answer to this since CocoonJS and Ejecta are VERY glitchy with larger loads of text. Selecting a specific text and loading it from a txt where the whole text is stored, would be a godsend. Any AJAX magicians?

    eli0s maybe we should make a separate "how to" thread?

  • jayderyu It's a visual novel, you drag it up and down, and it's set up on half the screen on an iPad. I couldn't find an alternative. I used for an example, rexrainbows cool behaviour where you can scroll the text to a percentage and line, but it too started to lag when I used bigger texts or bigger texbox sizes (spritefont and text object both lagged in this instance)

    I need about 3500 words per textbox or spritefont object, that's the maximum it would get.

    For the text object, it doesn't lag if I have massive text, but unfortunately on ipad and mac, it doesn't allow me to have a higher object than about 4500 height. It just shows a black text. I was told that this isn't a problem, so I tried to find a workaround since then.

  • Here is the bug report I wrote

    And directly here is a sample download/file.php?id=4012 (i didn't make it but it's correct)

    I'm using an ipad Mini via CocoonJS and Ejecta.

  • AnD4D Well it's a textual game with very long texts, so I can't use sprites of texts It has to be some kind of a fixable thing, if it runs fine on mobile browsers. GiveYourFontsMono works perfectly for my needs, except that spritefont does this awful lag on mobile.

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