PaulPlay's Recent Forum Activity

  • Thank you, does this involve changing the opacity too?

  • Yes, thats true but I was just wondering how this loading screen could only use 500mb ram. People in another forum (stack overflow) told me that brawlstars is constantly unloading unused images at runtime in the menus and downscaling the images in the engine (so the loading image is downscaled). Also, brawlstars is using svg images for some icons.

    Speaking of svg, I have heard mixed things about them in construct. Some say they are great, others say they are bad for performance. Do you guys have an opinion on that?

  • I apologize if any of my assumptions are completely wrong ;)

    In android you can see in the settings how much ram an app is using, and I am assuming that the cpu just uses the same ram for video memory and normal one. I got the metrics from that, and it displays the amount of ram my construct game uses correctly too.

    I used APKEditor to see what kind of images are inside the game and the loading screen is a png with 4K resolution. I cant tell though if it is being downscaled or something before being displayed.

  • I still wonder how a game like brawlstars with a loading screen image that is 4k and

    many other high res assets can only use 4mb of ram.

  • I would call this a 10/10 solution.

  • Thank you for your detailed answer! I have actully found 2 images hidden somewhere in my project that were actully 4000x4000 and they took up soo much memory! Also, I now destroy all other unused versions of my character (you can choose one in game) at runtime. Also, I will have a look at the Extensions you mentioned.

  • Thank you for the information and fix!

    I‘ve now read through these cordova docs and here are a few interesting things I have come across. Can‘t test them right now but here you go.

    -Autohide Splashscreen hides the splash screen after the time specified in SplashScreenDelay (standard 3000)

    -The spinner and the splashscreen can be deeply customized to make it blene with the project nicely (requires programming skills)

    -On ios, yo cannot set hide splashscreen to true - but you can use the function navigator.splashscreen.hide(); when the deviceready event gets triggered

    -LoadUrlTimeoutValue only closes the webview after some time if it didnt work basically so imo useless in your case

    Btw, I dont really know if I am facing the same issue because for me I can see the construct logo shortly and the android top bar for around 1.5 seconds even tho the loader style is set to nothing + use loader layout and then it switches to fullscreen and displays nothing for some time until my loader layout starts.

    Either way, it looks really weird and I hope this will be fixed or there is a good solution.

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  • Hey,

    After optimizing my construct game for 2 weeks, I managed to go from 2GB to 1GB of ram usage by downscaling the ~200 images in total significantly (Not all on one layout). They are now around 500x500, some are a bit bigger.

    Recently, I downloaded a bunch of games and monitored their ram/memory usage and was genuinely surprised by the result.

    Huge mobile games like Asphalt 8 or Brawlstars that are 100mb-2GB in size and display hundreds of images in one scene only take up 10-50mb in Ram.

    Do you guys know how this can be achieved and if that is also possible in Construct?

  • I have got the same issue… Also when loading, the top bar of the phone is still being displayed.

  • Thank you for your answer! I dont need to display them all at once. In one scene there are always around 70 images, which is not that much in my opinion but I got to try making them even smaller and lets see how that goes…

    So if I understand correctly, that is totally normal and there is no other way to make the memory usage smaller apart from making the images smaller.

  • Hey guys,

    My game with around 200 png images that are 70mb in total on my disk consumes over a whopping Gigabyte of video memory…

    Is this normal or did I do something wrong? I tried downscaling the images as much as I could but most of them can‘t be smaller than 500-1000px in width. That helped a bit but it is still way too much.

    Hey everyone,

    My game runs smoothly in the web preview on my mobile devices, however, the APK is almost unusable on the S20 and S8. My game is only 40mb (compressed version) in size, still the ram usage cranks up and the app crashes on my s8 at some point. On the S20 it is extremely laggy and the phone gets really hot, even dims the screen.

    Now, my game‘s viewport is 2160x3840, the Assets are all around 1000x1000 but on the other hand it is 2D, doesnt use that many sprites and runs very well in the preview. Also, loading times are horrible. I tried using low image quality and various types of compression to no success.

    I might try making the viewport 1920x1080 in the future but I believe thats not the main issue here.

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PaulPlay

Member since 22 May, 2021

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