jakemiller01's Forum Posts

  • 9 posts
  • Thanks Ashley.

    I've read parts of the performance guide before, but it's been a while, so I'll go through it again with my current project in mind. The project has grown quite a bit since I started it, so I'm sure there are optimization opportunities I've missed along the way.

    Mobile performance is definitely my biggest concern right now, especially since I'm targeting devices that aren't particularly powerful. I've noticed that even well-known games can behave very differently depending on the device and how efficiently resources are managed. I was recently reading some discussions about GTA San Andreas mobile performance and customization options through communities like gtasanmod, and it reminded me how important proper optimization is when you want a game to run smoothly across a wide range of hardware.

    I'll revisit the sections on event optimization, memory usage, and mobile performance first. Thanks for pointing me back to the guide.

  • igortyhon

    Thanks, that's really helpful.

    The idea of enabling and disabling groups based on what's actually present in the level is something I haven't used much yet, but it makes a lot of sense for larger projects. I also haven't spent much time profiling individual groups in the debugger, so I'll definitely start looking at that instead of guessing where the bottlenecks are.

    At the moment I've only been testing on a couple of devices, so I should probably expand that as well. Appreciate you sharing your workflow and practical tips.

  • Hey everyone,

    I’ve been working on a slightly bigger project in Construct 3, and I’m starting to notice performance drops, especially on mid-range mobile devices. The game has multiple layouts, quite a few sprites with animations, and some basic AI behaviors running in the background.

    I’m already using things like destroying off-screen objects and minimizing tick-heavy events, but I still feel like I’m missing something important.

    For those of you who’ve shipped more complex games, what optimizations made the biggest difference for you? Do you rely more on event sheet structure, object pooling, or specific project settings?

    Also, how do you usually test performance properly before release—just preview mode or external builds?

    Would really appreciate some real-world advice here.

  • Try Construct 3

    Develop games in your browser. Powerful, performant & highly capable.

    Try Now Construct 3 users don't see these ads
  • Hey folks,

    I’ve been debating whether putting time into YouTube makes sense when you’re building games with Construct. Recording, editing, thumbnails… it all adds up, and that’s time not spent on the game itself.

    If you’ve tried YouTube alongside a Construct project, what did you realistically get out of it? Did devlogs, quick feature showcases, Shorts, or tutorials bring any noticeable traffic, feedback, or wishlists? Or did it mostly feel like shouting into the void?

    I’m especially interested in experiences from smaller channels — not polished studio-level stuff. What would you do again, and what would you skip if you were starting over?

    Looking forward to hearing how others here have handled it.

  • Has anyone here tried uploading their Construct games to third-party app stores instead of the usual Google Play or itch.io?

    I’m checking out a few platforms that claim to give better visibility for small devs, but I’m not sure how reliable they are in terms of downloads or payments. Some of them also have loose review policies, which makes me a bit cautious.

    If you’ve tested any of these stores, how was your experience? Did it help you reach more players, or was it just extra work with no real benefit?

  • Hey devs,

    I’m thinking about sharing short gameplay videos of my Construct game on TikTok to build some hype before launch. I was wondering how others here go about recording or exporting gameplay from Construct in a TikTok-friendly format (vertical, short duration, etc).

    Do you record directly from the preview window or use an external screen recorder? Is there a way to make TikTok-specific adjustments in the layout (like portrait mode, UI scaling, etc) directly inside Construct?

    Would love to hear how you handle this and if TikTok has worked for promoting your games. Thanks!

    • Post link icon

    That’s a great point, winkr7! My game currently has some fairly large layouts, and I hadn’t considered breaking them down into smaller sections. I’ll look into structuring my game better with multiple layouts to improve execution speed and make debugging easier.

    I’ve also been testing the game on different iOS devices, and I noticed that performance varies depending on how the app is installed. Some developers use sideloading solutions like Scarlet iOS to bypass App Store restrictions and run games more efficiently😊 Not sure if that makes a difference for Construct 3 projects, but it’s something worth exploring. Have you or anyone else experimented with different installation methods for performance testing?

    • Post link icon

    "Thanks, Jase00! This is really detailed and helpful. I didn’t realize how much impact Fullscreen Quality and Canvas Size could have on performance. I’ll experiment with lowering the resolution dynamically and setting up a quality toggle in the game settings.

    Also, I’ll definitely add a SpriteFont for tracking FPS, CPU, and GPU usage—it sounds like a much more efficient way to debug. Appreciate the insights!

    • Post link icon

    I'm working on a fairly large game in Construct 3, and I'm noticing performance drops, especially on mobile devices. I've already tried reducing sprite sizes and limiting the number of active objects, but it still lags in some areas. Are there any other best practices to improve performance without compromising too much on visuals?

  • 9 posts