boulerzzz's Recent Forum Activity

  • Tokinsom

    Awesome! :)

  • Hi

    Sometimes when I save my project C3 expands all my events.

    It is irritating to minimize/collapse all events every time I open my project again.

    I save my project with all events collapsed like this.

    But almost everytime I reopen my project it is all expanded like this...

    Is there a way to collapse everything in one go or something to save time? :)

  • Hi

    I got an issue. I'm using Ajax to load .json files into dictionaries.

    In my project there are 90 files.

    My problem is that 9 of them won't load. It does not throw any error message or anything and the "on tag completed" is triggered but nothing is loaded into my dictionaries.

    I've tried everything but I think the problem is their sizes. It works fine on the computer and trough remote preview though.

    The files that won't load are 297-762 kbs large. Files smaller than that are loaded into my dictionaries w/o any problems.

    When I delete data from the files they are loaded so the problem is clearly their size.

    What could be a fix for this?

    Should I split all data into several smaller files or is there any other way?

    Is this a hardware limitation?

    How can I ensure my files are loaded on all devices?

    If anyone has any advice I would really appreciate it!

    Edit:

    I'm using the C3 runtime and trying on an android device.

  • I see.

    Too bad around 40% of android devices still run 6 and 5. :(

    But its getting lower all the time so thats good!

    Should we set minimum sdk version to 24 (android 7)?

  • Hi. I've been thinking about this for a while but can't find and answer.

    When I upload an APK using the runtime 3

    5 out of 9 pre-launch reports look like this.

    This error does not show on any pre-launch report

    tests made on android 8 or newer.

    Google pre-launch throws an accessibility warning about content labels:

    Do we need to worry about this? Is it just google pre-launch report that uses some weird devices when testing and this wont be a problem for real users?

    What kind of updates would be needed for the devices that can't open the app and is it something that users would get automatically without extra work?

    So if the user updates chrome the app works?

    I'm not an android user but I guess chrome and the OS should be updated automatically, and as a result this error would not be shown to real users?

  • AllanR

    Thank you for the help! (Y)

    I agree that text objects look nicer. I'll try using a larger sprite font and scale it down to see if I can notice an improvement. The spritefont still look quite good using a 1:1 scale as well IMO. :)

    I think I'm fine. Debugger shows low CPU usage and game runs well on my Honor 9 lite as well so color and position change might actually be OK...

  • AllanR Ashley

    Yes I found out that was the problem. My game is a word game and uses both cyrillic and latin letters so I though I would save time and simply use a webfont.

    Having more than ~20 text objects on the screen while zooming makes it impossible. Replacing them with spritefont makes everything smooff.

    Do you guys think I should replace ALL instances of my text object with a spritefont or just the ones that are visible while zooming? Should you use text objects at all in your games? :)

    Edit: In the manual it says: "Text rendering is very fast as long as the object is not changing, but upon changing the object must do a relatively expensive redraw of the text and replacement of the cached texture"

    In my game I got 12 text objects that are 115x115 in size and they change font color and position every tick. Are these "expensive redraws"? The text itself changes like every 10 seconds so that shouldn't be a problem, right?

  • You are right Ashley.

    I'll look further into this tomorrow and find whats causing the Fps drop when I'm zooming out after the round has ended.

    I made an empty project and the zoomed out without any problem. If I'm zooming out during the start screen in my game the fps remains stable. (I'm guessing it's something like zooming and scrolling at the same is not good for CPU or maybe too many objects on the screen while scrolling and zooming)

    I'll try to start a new project and gradually add stuff to the game and test to see where the problem starts and share a project and a bit more info later. :)

  • I'm using 720 x 1280 as resolution.

    On my android:

    CPU 20-30 % while playing (Goes to 30-40% when zooming out)

    GPU 10%

    On my computer: (On my computer the zooming works without any fps drop.)

    CPU 2% while playing (Goes to 5-10 when zooming out)

    GPU 0.5%

    Tried to scale out the whole layout but it does also massively drop the FPS.

  • Hi!

    In my game the player builds a tower. My game runs stable 60 Fps and is really smooth on my android phone.

    After the round I scroll to the middle of the tower and zoom out the layer to create a really cool effect.

    However when I zoom out the layer the FPS drop to like 1-5. When the layer has zoomed out the game returns to 60 fps again.

    I use 2 System events when the game ends:

    1. To scroll to middle of tower I use:

    Scroll to y (min(Scroller,scrolly+speedscroll*dt))

    2. While the game scrolls to middle of tower I also zoom out the towerlayer

    Set layer "Tower" scale to max(zoom,LayerScale("Tower")-speedzoom*dt) <-- Makes FPS drop to 1-5

    I'm using the runtime 3 and testing on a honor 9 lite

    Like I said. The frames only drop when the layer scale rate changes. If I create a small tower and the game does not need to zoom everything runs smooth when the round ends.

    Any idea why I cant't change layer scale rate?

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  • Thanks.

    I did export to android studio and tried that way. IF I remember correctly there is a long wait before the loader layout shows up on mobile. And people don't have a lot of patience these days. So even a second of delay before any feedback and people think the app is broken or something. :P

    I now have the splash screen show up immediately and can control the delay for it, but there is an annoying white flash after the splash has finished. I think my code is wrong.

    I made a new Java class for the SplashActivity.

    public class SplashActivity extends AppCompatActivity {
    	private static int SPLASH_TIME = 1750; //time in MS the splash stays on the screen.
    
    	(at)Override
    	protected void onCreate(Bundle savedInstanceState) {
    		super.onCreate(savedInstanceState);
    		new Handler().postDelayed(() -> {
    			Intent intent = new Intent(SplashActivity.this, MainActivity.class);
    			startActivity(intent);
    			finish();
    		},SPLASH_TIME);
    	}
    }
    

    Yeah a nice tutorial would be gold!

  • Hi!

    How can I set my own splash screen?

    In IOS I got it working.

    For IOS I compile with phonegap and they've got clear instructions on how to add splash screen.

    1. add the following plugin and setting to config.xml

    <plugin name="cordova-plugin-splashscreen" />

    <preference name="SplashScreenDelay" value="Time in ms" />

    2. After that you just replace your "default@2x~universal~anyany.png" and your splash screen shows up instantly when I launch the app. I set loader style to nothing and use a loader layout that's only black because the game loads so fast anyways. IOS is perfect when I do that.

    But whats the procedure for android when your using the build service?

    Replacing the "default@2x~universal~anyany.png" doesn't do anything for android. Should I use the construct 3 splash and somehow replace that image? I can't find it anywhere in my apk though.

    Do I need a third party plugin or something?

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boulerzzz

Member since 21 Nov, 2015

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