q3olegka's Forum Posts

  • Yes, I do it right away in one event and wait until the condition is triggered: audio -> preloads complete

  • In my example of developing a large game. I decided to disable this option and preload all sounds on a separate loading screen already in the game itself. Because a quick transition from the splash screen to the loading screen of the game itself is important, so there will be fewer players who close the game while waiting for loading

    If you don't preload the sounds, their first playback will take some time.

  • Is there a way to check under whose license the game build was created? Is it possible to find out that, for example, an exported html5 game was exported under my license?

  • I found a solution to the problem - it's to enable use worker. By default, it is in automatic mode, and apparently if it is not turned on, then there are problems with the correct display of the frame rate or something on Honor phones.

    But now I have problems with js scripts that were written in the editor itself and I get errors. I'm using a script to convert blob images to base64, but I don't understand how to do it in worker mode.

    What should I do in this case? Ashley

  • I've just checked again on another phone, the vivo Y21, and there was no problem there. Maybe the problem is only on Honor devices? Maybe someone can confirm this.

    Even if that's the case, I wonder if it can be fixed, because all the other apps I downloaded from google play are working well.

  • Thank you, but I didn't really understand what kind of signal form was talking about and why would I choose a different time if I set up tween the way I need it to work.

    I've done some more tests and it doesn't seem to be about tween. I looked at how the screen scroll works and it also stopped being smooth, as if the refresh rate of the screen dropped and the fps became about 30 or less. Although the fps indicator is consistently displayed at 60

    I tried to record a video from my phone screen, but unfortunately it's not as noticeable on the video as it is to the eye in real time.

    This is immediately noticeable if you are used to the smooth movement of sprites, and then you see a decrease in smoothness.

    I use Honor 50 lite and Honor 10 lite

  • Hi, of course

    It's just a double tap to make the sprites move in different directions:

    c3p

    drive.google.com/file/d/17_6MIWeBE1jK_w_xkbLyVf61qvRF7I74/view

    debug apk

    drive.google.com/file/d/1B2qvtFUg4mhKDbMNZ06sAyboZH9sZmDs/view

    I have tested on two android(Honor) devices and checked on the latest stable and latest beta versions and I see this problem everywhere.

  • After exporting the project to the Debug APK, the movement of sprites through tween stops being smooth. It's like they're starting to move at a low frame rate. Although the game has a stable 60 fps

    I decided to test my app in APK on android and saw this problem. Then I created an empty project with sprite movement through tween and the problem happened again.

    Can anyone explain what this is about? Or should I file a bug report?

    Tagged:

  • Ashley

    if the rendering for HTMLElement works this way, is there a way to fix it in the C3 code?

    I tried additionally setting the Y position for the HTMLElement like this:

    HTMLElement.start_y - (scroll.cur_y - scroll.last_y) * 2

    in parentheses are the coordinates of a sprite with scrollTo behavior

    and if I use sine to move a sprite with scrollTo behavior (for testing), then everything seems to work well, but when I start moving it through Touch, the HTMLElement position gets lost again.

  • I use HTMLElement to display a chart from the chart.js library

    The screen where the chart is displayed can be scrolled up and down. But the HTMLElement position always moves with a delay

    Is there a way to fix this or do it differently?

  • No. My problem persists even after exporting. And it doesn't even depend on the browser, game in chrome also doesn't work on the iphone.

    browserstack.com shows that iphone versions below v17 are not working

    q3olegka.com/demo/r399

    black screen

    q3olegka.com/demo/r398-2

    but this ok

  • I only have one iOS phone. This is the iphone 6s 15.8.2 version. So I take two empty projects with one sprite on the layout and check it through remote preview. One project is r397-2 and it works, and the second is r407 and there's just a black screen after loading.

    UPD: I rechecked the old releases and the project breaks on r399. It just shows a black screen. The game works until r399.

    Ashley Can you check it out?

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  • First I checked on my phone (ios 15.8.2) and the game didn't work. There is not even a message that this version of the phone is not supported, the splash screen is not even displayed. Then I checked on browserstack and out of 15 options, even an empty project opened only on the two most recent versions of the iphone. Why?

    The last stable version works well

  • I would like to clarify, of course. When exporting, how hard is it, when "loader layout" is enabled, to assemble sprites from the loading screen into a separate sprite sheet? Because the engine understands which sprite sheet contains the sprite from the loading screen and loads it first. But this is more of a question for Ashley.

  • Hello, I am using loader layout to display the loading screen. I only left a few sprites on it for a nice look. But here's the problem - when assembling sprite sheets after export, the sprites from the loading screen are packed together with the rest of the sprites. And because of this, large sprite sheets are created, about 3MB in size, and these sprite sheets have to be loaded at the very beginning in order to reach the loader layout. As a result, half of the game is already loaded before the loader layout appears. And half the time the player looks not at a beautiful loading screen, but at an empty one (there is now a white background and a logo).

    There is not a word in the documentation about sprite sheets, but only a reminder not to load the layout loader with a large number of sprites and animations.

    I would like to know if there is a way to fix this?

    p.s. Usually in games the logo appears at the very beginning for a second, and then the entire game loads. I don't want to use two different loading screens in the game (splash screen and loader layout). Percentages at the beginning or a splash screen that is difficult to change through the source code. And, of course, I didn’t want to wait for half the game to load in order to see the loading screen