rusya119a's Recent Forum Activity

  • > I press the button changing the variable, for example. Which sets the text.

    Which variable and which text?

    Are you talking about Index3 and "Engine_Type_Text"? The text should display (Index3+1)&"/5"

    So when Index3=2, then the text would display "3/5". Is this not the case?

    It would be a lot easier if you could share the project file.

    drive.google.com/file/d/1b-_h-VZD3Rymb5cKaTsZuQEoG-3M9esB/view

    And so I was able to repeat the error with the coordinates moving. Press the up button and see that the square has changed color and moved. Press up and see that the red stripe has moved down.

    Now look at the code.

    The square that changed color to cyan can NOT have a red stripe on top. Only by duplicating the button press did it take the position.

    I have the same error with text, display, etc. Check carefully. Study the image points. I don't understand the logic.

  • > I press the button changing the variable, for example. Which sets the text.

    Which variable and which text?

    Are you talking about Index3 and "Engine_Type_Text"? The text should display (Index3+1)&"/5"

    So when Index3=2, then the text would display "3/5". Is this not the case?

    It would be a lot easier if you could share the project file.

    No, that's not it at all. We're talking about a real delay, not as stated in the text.

    I can say that no wait 0 will help now. The project works on its own. Adding more and more different new systems makes it work worse. And I don't understand at all how to track it, even through the debugger.

    Here are two screenshots for you as an example. At the first stage, all the texts indicate the beginning of the layer and successful use of ajax. In the second place, identical actions, but in functions. THE TEXT IS NOT DISPLAYED IN THE FUNCTION. Absolutely. I don't understand at all where the delay is and what the problem could be. We're not talking about Engine_Type_Text, we're talking about all the texts that are on the screen.

    Or another point. With variable 0, the sprite position is on some coordinates, with variable 1, the sprite position is on other coordinates.

    Here's an example

    variable 0 = x.sprite -> 25

    variable 1 = x.sprite -> 45

    When the layer starts, we get x.sprite = 25. I press the button, the variable has changed to 1, the coordinates are still 25. I press the button, the variable is already 2, the coordinates are 45.

    Although variable 2 does not set any coordinates. :/

    I press back, to variable 0 = the coordinates are again 45. Although they should be 25. I press the button again so that the variable is -1, and the coordinates are again 25.

    I don't understand at all what's going on, why are the functions lagging and how can I display the text if not every tick ??? Where every tick works perfectly.

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  • Okay, so what exactly isn't working? What do you see, and what should be displayed instead?

    I press the button changing the variable, for example. Which sets the text.

    For example, the variable = 0. I press the button, it should be 1, then I press it should be 2. I add one at a time.

    The variable itself is added if you look in the debugger, it is 1, 2, 3, etc.

    And the text that is displayed set text in the function is delayed by one click. That is, if the variable is 2, then the text will show 1. And this applies to coordinates, animation frames and other moments. From here it introduces me into some kind of dissonance, as if the text changes first, and then the variable. But under the conditions, first I change the variable, and then the text, and I change the text in the function.

    I was just able to solve this problem by setting wait 0 sec. However, this is wrong, and I do not understand how to do it without wait

  • Can you show the events above the "On tap" one? Is it nested under any other conditions?

    Also, please post screenshots of those functions - Change_Details, Details_Update

    One tap

  • Hello everyone. I decided to rework my project and do some optimization. I used to use variables for each tick to display text, for example: set text = money variable .

    Such a system was quite heavy on the game, when hundreds of texts were checked each tick, which might not even be used.

    I decided to make an easy way. When starting a layer, set the text, and then, by pressing a button, call a function that will update the entire text.

    However, I encountered very unpleasant errors. When pressing a button, the text may not change, and when pressing it again, the text will get the previous value, etc. Accordingly, the animation frames or coordinates also do not have time to update. Despite the fact that first I change the variable, and then use the function. I tried using wait 0, wait 0.01, but this does not solve anything special.

    Is there any way to make such an optimized mechanic? or not?

  • I assume this is on Android?

    I don’t see any issues in your code. Are you using any addons, particularly for ads or analytics? In my experience, these are the most common causes of crashes in mobile apps.

    Your best bet is to find a device where you can reproduce the issue and record a Logcat log.

    Yes, it's only android, because iPhones have good performance.

    I have mobile advert and mobile iap. In-app purchases and advertising. But advertising is only voluntary by pressing a button that the player did not press. That is, such a bug with a white screen only happens on certain layers, very rarely but accurately

    And I don't understand what it is connected with. Now a completely different player has dropped a screenshot from another layout, where blur is used in the background. By webgl effects. (blur vertical + blur horizontal + divide).

  • update

  • I suggest improving the debugger like all modern engines. So that we can see which action in events, under which number, loads the system the most. For example, I have a very large project, but I do not understand which actions and events can overload the game. Why does the CPU load jump somewhere, etc. It seems to me that improving the debugger would be a very useful part, since it will help track the performance of the game at the highest level

    Tagged:

  • I have a bug in my game that is on the construct side or the ad side.

    When displaying ads of the interstitial type, if the ad is displayed in portrait mode, the game will be covered with a white screen and freeze, only a restart will help it. As a result, my crash rate is very high. My game is in landscape mode, and portrait ads should not be displayed there. Please clarify how to disable this. Because I didn't find anything even in the admin settings.

    Making an event in the spirit of Lock orientation does not help.

  • Hello! My application has 0.83% ANR error rate with a compliance threshold of 0.43. It has a crash rate of 0.2%. I notice that the optimization in my application is very weak.

    My players send me videos with one of the common errors, in the form of a screen that blinks or completely fills with white.

    Some graphic artifacts, lags, delays. All this is present. Especially, as players note, on one of the layouts, this occurs more often.

    I am sending a video with a bug from a player. Maybe you know what exactly the problem is?

    Critical, I use a loop that creates objects at startup. (loop up to 6). And a light scrolling layer system. I don't think that the problem is in the small cycle and create object.

    I want to add that this is not the only layout with this problem.

    youtu.be/PnMVB8VHEww

  • > I don't know anymore how correct this system is. But containers and families look much worse in my opinion

    What you need here is a hierarchy. Add other objects (texts, images) as children to the main Card sprite. They will move together as one unit, and you can pick child objects in events. And it's a lot easier than linking them by ID.

    > Then I can’t add 1000 cards to the screen, etc. Where each will have 4 elements, this is already 4000 objects, etc.

    It’s not that bad. Construct can easily handle tens of thousands objects. As long as you keep most of them off-screen, you're not moving all 4000 objects at once, and you’re not updating them every tick, the performance impact should be minimal.

    Another option is to destroy cards once they’re swiped away and create new ones as needed. That approach should be easier than trying to recycle them.

    So, I studied the hierarchy in more detail and made cards using them. Yes, it worked. Everyone has the same ID and it's much easier to move them now.

    For now, I left the endless swipe that moves the card from the beginning to the end. And I change their IDs. So far, everything is correct, but I want to study more and wait for pitfalls

    In any case, thank you very much. The hierarchy has already solved 50% the problem.

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rusya119a

Member since 3 Jan, 2021

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