1mrpaul1's Recent Forum Activity

  • Ok, i checked and yes, from august we must use aab format for google play, but for some reason construct still exporting to the apk?

  • tried to publish my game on google play today, but seems google play does not accept apk anymore and require a game bundle .aab

    is it something wrong from my side or do we need to change the ways how games are exporting?

  • My game was released

    was able to optimize it to 60 fps on my cheap mobile

    construct.net/en/forum/construct-3/your-construct-creations-9/squid-game-run-164629

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  • My version of the Squid Game haha

    In 3D

    PLAY ONLINE

  • Dancing polygons.

    Hero falling on the very high speed

  • worldwide as you say might be mid-market.

    yeah, we got to test on calculators to be sure that the game will be playable for big masses

    And yes, I didn't notice any performance issues when objects are offscreen

    but I assume if we will make something like

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    it will kill even iPhone 12

  • Yes rotating is similar to animation, whenever you change a lot of points of a complex model, the CPU must do a lot of calculations. When you say changing speed, do mean mean animation rate or something else?

    No, speed, multiplier.

    By the way, changing framerate from 60 till 24 gives a great boost in performance

    What mobile are you testing on? Mobile model and year? I am trying to gauge the performance of the platform. On my iPhone 12 the perf is good, but obviously higher end mobile.

    Im using Redmi S2 android for testing. I think it is average by market

    mi.com/global/redmi-s2/specs

  • Another notice.

    Rotation of the object, or changing its speed cost a lot of performance, seen good on mobile

  • In general, I think there is a possibility for higher performance, currently, I am focused on minimal features and critical bugs first (e.g. flicker when animation change, rotation not working for some mixed mesh models.)

    Good point

    The idea about frames for models also was good.

    to be able to make skins

    For creating lower poly models in blender, try the second answer here - decimate (FoozleCC pointed me at it.)

    I did it, and got 2.5K polygons, it gives 30fps on mobile, but if to add even one more model, fps drops till 15

    I learned how to make models better, and i can decrease the polygon count to 1.5k, but still hard to add more than 3 models like this on the scene

  • 6000? You want to be aiming for 1-2k for a humanoid character on desktop, probably less than 500 on mobile.

    probably it is possible, but very hard to do, for characters like stickman.

    in the blender we can use a smooth view for the model, but in the construct all polygons are visible

  • How do you think, is there any chance to enhance performance?

    tried today a normal, noncubic model, with 6k polygons(min that i was able to make to keep edges soft) and got just 18fps on the phone

    while we need at least 30 I believe

  • There is a comment on the itch.io 3D Object page about this.

    You must make the image size of the 3D Object larger than the Project sprite sheet size. For now, I suggest making the Project sprite sheet size the minimum (512) and if needed, upsize the image size of the 3DObject to be 512 or higher.

    yeah, to have 512 textures we need sprite sheet size 512 or 1024

    thanks

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1mrpaul1

Member since 21 Feb, 2018

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