Ashley's Recent Forum Activity

  • You can probably email a complete .capx for this one, as long as it doesn't use third party plugins. While small projects are what I typically ask for, I get the feeling this is something silly like a typo or something I can fix quickly once I see what's happening in a real project.

  • We have occasional but repeated support requests along the following lines:

    1) User with 300mb of images on a single layout wonders why their game doesn't run on a device with 50mb of free memory for applications

    2) User with 4 fullscreen size images, all on-screen, wondering why such a "simple" game performs poorly on mobile

    In some cases the users blame Construct 2 for being slow or buggy. I always try to explain how mobile devices are much, much weaker than desktops, but it seems almost everyone new to Construct 2 assumes a game running well on their 500W desktop PC with a 300-core GPU and 1 GB of dedicated VRAM will run well on a battery-powered phone with a 4-core GPU with no dedicated VRAM, just shared system memory, of which there might be only 50mb free.

    This paper is also interesting for pointing out how mobile GPUs are actually optimised for 3D, and also how native developers go to quite extraordinary lengths to squeeze extra performance out of low-end hardware. We do our best to make Construct 2's engine as fast as possible, but when you do things like use your entire overdraw budget with four sprites, it's difficult for us to do much in the engine to mitigate that. Good game designers just design their games better than that, with awareness of the capabilities of the hardware.

    The technique the paper describes is interesting, but impossible to apply in the canvas 2D renderer (so it won't work on Safari for iOS). It's also still pretty complicated to apply automatically in the WebGL renderer since as the paper notes it can't handle disjoint images, as well as the fact we've already highly optimised the WebGL renderer for quads. However it helps you understand how to design an efficient mobile game, even in Construct 2. Remembering transparent pixels are still "drawn" is a good rule of thumb. A common mistake I've seen is people making window borders by making a fullscreen sprite, mostly transparent, but with borders round the edges. Splitting this in to four separate objects for each edge should give a good performance boost - and save lots of memory! In general, splitting up sprites with large areas of transparency is sort of the manual version of what the paper suggests.

    I'm sure Javascript is fast enough. The fact our WebGL renderer is usually twice as fast as the canvas 2D renderer, where the rendering calls happen in native code, is a sign how good it can get. However we need more widespread WebGL support to get the benefit of that. In the mean time I think the most common problem is just that Construct 2 makes it really easy to throw in loads of sprites and effects and give a mobile device more than it can handle - something that native developers usually know to avoid.

  • This can't be fixed without a .capx or actual steps I can follow to reproduce the issue. Can you provide this? A hotfix will likely go out tomorrow for the Platform issue so it would be good if this can be fixed too.

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  • The layout size should not affect anything, since it's basically only used to limit scrolling.

    The micro-pauses are probably garbage collection. There isn't much you can do about it, since Javascript is a garbage collected language. The latest build (r123) has some small improvements which might help, and often it clears up after 20-30 sec (once it's got the main garbage out the way).

  • Oops. The Platform behavior is busted in r123. I'll have to hotfix it tomorrow...

  • I've never been able to reproduce this crash. It's hard to fix if it doesn't crash for me!

  • It's difficult for us to support DOM-less engine. We see DOM-less as a disadvantage, not an advantage, because we support so many features that happen in the browser layer such as WebGL, Web Audio API, WebSockets, etc. etc.

  • Should be fixed in the next build.

  • Ah, good catch, should be fixed in the next build.

  • Oops - the engine gets stuck in an infinite loop, probably something I accidentally changed in r122. I've fixed it for the next build though.

  • The error message is displayed incorrectly (whoops), which should be fixed in the next build. Hopefully that will tell you a more useful diagnostic than just the hex. However I'm 99% sure this is a graphics card driver issue.

  • Don't disable WebGL, it will make the game slower. Just set sampling to 'point' in project properties.

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Ashley

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