Grimmy's Forum Posts

  • Hi, my game runs fine (albeit very slowly - 20fps) on my low end android when I use the remote preview. However, when I create a build and install it, the game chugs to a halt after a few seconds with some strange graphical glitches happening just before it crashes out completely. The timing of the crash seems to be random and at no specific point in the game which leads me to believe its a memory issue.

    My questions..

    Why would it do this on an installed build and not on the remote preview?

    The memory usage reading for the scene is around 110. Is this way too much for a lowend device with just 2 gig of RAM?

    Thanks

  • Hi. For a large VERY simple shape (a red square that covers a third of the screen for example) is it better to use an SVG or just a tiny (32x32) scaled up .png sprite?

    I figure the SVG would just essentially become a large memory hungry bitmap once loaded in, whereas the tiny scaled png would still use very little memory. Is that correct?

    Thanks

    Tagged:

  • OKay, I guess I'll just need to stay away from it. For saving/loading I'm just writing/reading everything from a JSON file.

  • On mobile when switching between scenes I sometimes see what looks like black borders running all along the left and top of my display on mobile. These appear for about half a second or so before disappearing.

    At the same time my artwork seems to disappear and then re-appear when the borders vanish.

    This is on the remote preview. I havent tested with a full build.

    Thanks

  • SOLVED. The object with the fade behavior was set to global. Removing that seemed to fix the issue.

  • The fade behavior seems to works fine for the most part, but when I use it on a 'Start Of Layout' event which calls a function it works fine the first time (a second delay before fading out) but when I return to this layout later in the game the fade seems to ignore the delay and just fades immediately.

    Its strange because its the same piece of code wrapped inside a function.

    Any ideas? Thanks

    // for some reason when coming back to the main scene this function runs but ignores the wait time

    * On function 'Fade_Out_Load_Screen'

    * Parameter 'delay' (Number)

    -> Browser: Log in console: "Calling Fade OUT"

    -> Browser: Log in console: "FADE OUT SECONDS: "&delay

    -> Full_Screen_Loader_BG: Fade: set wait time to delay

    -> Full_Screen_Loader_BG: Fade: set fade-in time to 0

    -> Full_Screen_Loader_BG: Fade: set fade-out time to Load_Screen_Fade_Speed

    -> Full_Screen_Loader_BG: Fade: start fade

    Note that the "FADE OUT SECONDS: "&delay prints correctly 3 seconds even though the fade happens immediately.

  • Hi, the 'Set Visible' action on SVGs seems very slow during runtime.

    I tried it on a large SVG and it looks like its re-rasterizing it every time.

    Is that right, or is supposed to be done just the first time it ever gets displayed.

    Thanks

  • I get the following crash at during gameplay only on PC (works fine on mobile) and only when Im using Unlimited(ticks only) framerate mode. I'm pretty sure the error occurs when the game is just about to save data but as yet its unclear.

    query.js:8 Uncaught TypeError: Cannot read properties of null (reading 'EndTimeElapsed')

    Switching to Framerate Mode/Vsync fixes everything, but then again my framerate throughout the game suffers dramatically on mobile if I use this mode.

    The PC fps is reading 9000 fps plus...Maybe its going too fast?!?

    Any guidance gratefully received. Thanks

  • BTW, is there a shortcut key for Remote Preview?

    CHeers

  • Am I right in saying I need to hit F5 before I hit 'Reload All'? I get a message that says 'Remote Project updated' when I do this.

    If so that's great, but maybe this F5 command should just be included automatically in the Reload All command.

  • Hi, I noticed that the 'Reload All' option in the remote preview doesn't actually update and changes I've made in code directly to the device (even if I save the project first). This means the only way to see updates again is to rescan the QR code every time which is a bit cumbersome.

    Is this a bug? Not sure that 'Reload all' is very useful if it doesn't actually reload everything.

    v285.3 stable

    Cheers

  • SOLVED: I installed Firefox on the device and set that to be the default browser. Works fine now. Presumably then its an issue with Chrome 93.0.4577.62

    Cheers

  • I bought a new Galaxy A7 lite specifically for testing and after a few seconds the remote preview just says 'Disconnected' on every project (I tried lots of example projects). The remote preview seems to work fine on other devices with the same projects.

    Could it be a setting on the device itself or in the devices browser(chrome)?

    Also, the version of chrome on the device itself is 93.0.4577.62 which seems quite old but Google Play doesn't let me update it and the tablet wont let me uninstall it. Presumably its some kind of bundleware they don't want me to have control over.

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  • You mean; use 3D for everything, or just for some objects? I'd ideally like to see some test results on mobile with animated models if anything exists.

  • Hi, I'm interested in using the external 3D plugin (https://kindeyegames.itch.io/c3-3dobject-alpha) as I want to add some simple 3d animated characters to my game, but I would like to know if anyone has already done some tests on mobile to see what kind of performance we can expect?

    Obviously poly counts, devices etc are all variable, but to get a rough idea would be good on say a pretty standard mobile device with a simple 3d environment and a few animated low poly characters.

    I'd also like to know if the Scirra team are planning to add animated meshes in the future; and if so, should I wait for an official plugin rather than this one? Is there a roadmap for improvements to 3D?

    Thanks