Ashley's Recent Forum Activity

  • You said you're sending binary data, but the error says you sent text. You probably aren't actually sending binary data.

  • In general browsers don't provide hardware details for privacy reasons.

    Besides there are thousands of different hardware setups out there - you'd have to maintain an entire database of hardware and its capabilities, and continually update it over time. That's probably more work than making the actual game.

    I really think this is the wrong direction, I don't think anyone takes this approach because of all these problems.

  • Tweening should not have any significant performance impact. It's hard to say more without seeing a project that we can try ourselves.

    30 FPS is already a pretty low starting point, so my best guess is this is nothing to do with tweening - the most common cause of poor performance is a device with broken graphics drivers that has to revert to software rendering. (That's not Construct's fault either.)

  • It's much easier to help if you share your project. Otherwise we can only guess.

    It looks like you're incorrectly passing strings instead of numbers for the position in createInstance(), so I would guess that is the problem.

  • I still have absolutely no idea how this could happen (the code is a pretty simple show/hide pair, and every show is paired with a subsequent hide), but one thing to try could be to disable UI animations, just in case there's some kind of weird browser bug involving animating the fader in and out.

  • I would guess they run a whole suite of benchmarks under lab conditions. You can't easily do that in a game and the results may still not be appropriate or meaningful for the reasons I already mentioned.

    I think the only thing you can rely on is the FPS. That's the gold standard for how fast the game is actually running. You could have adaptive heuristics like if the FPS is under 50 for 5 seconds, lower the graphics quality a bit. That then adapts based on how fast the system really is running the game under current conditions, but involves a delay. You could also rely on the CPU/GPU utilization measures to determine how much headroom you have to increase the workload if things are running smoothly.

  • There's no good way to do this. You can try running a short benchmark, but that may be affected by any other activity on the system. (E.g. if another app in the background did some work, it could drag down the performance numbers lower than they'd really be.)

    Besides, there's tons of possible performance metrics. For example some systems may have high compute performance but low memory bandwidth, but others may have low compute performance but high memory bandwidth. If you run a performance test which is ultimately bottlenecked on memory bandwidth, but then your game actually does a lot of compute work, your performance benchmark result is not actually the right result. Software and hardware systems are incredibly complex with dozens of metrics and there's a huge array of configurations out there, so it's not really possible to come up with a single number.

  • You can't disable WebGL, because it's required in Construct 3.

    I think you just want to turn off the 'Preview effects' project property though.

  • You could encrypt it, but then all the materials are available in memory, so if anyone wants to steal them they just need to look there instead.

    Welcome to the DRM arms race. It's probably not worth the trouble. Copyright law is a better way to protect your resources.

  • Effects are always supported in C3 projects.

    Since the check is now redundant, it was removed.

  • We do have a very good upgrade path for projects using official features. However I'm afraid we can't be held responsible for whether or not third-party developers are still supporting their work or not. We've held up our end of the bargain, it's up to third-party developers to hold up theirs.

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    1. Use C3's mobile app build service to build C2 exports.
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    3. Use the Cordova CLI. This is a free manual build tool that works offline. (This option is more appropriate for advanced users.)
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Ashley

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