PaulPlay's Forum Posts

  • Thank you for your detailed answer! I have actully found 2 images hidden somewhere in my project that were actully 4000x4000 and they took up soo much memory! Also, I now destroy all other unused versions of my character (you can choose one in game) at runtime. Also, I will have a look at the Extensions you mentioned.

  • Thank you for the information and fix!

    I‘ve now read through these cordova docs and here are a few interesting things I have come across. Can‘t test them right now but here you go.

    -Autohide Splashscreen hides the splash screen after the time specified in SplashScreenDelay (standard 3000)

    -The spinner and the splashscreen can be deeply customized to make it blene with the project nicely (requires programming skills)

    -On ios, yo cannot set hide splashscreen to true - but you can use the function navigator.splashscreen.hide(); when the deviceready event gets triggered

    -LoadUrlTimeoutValue only closes the webview after some time if it didnt work basically so imo useless in your case

    Btw, I dont really know if I am facing the same issue because for me I can see the construct logo shortly and the android top bar for around 1.5 seconds even tho the loader style is set to nothing + use loader layout and then it switches to fullscreen and displays nothing for some time until my loader layout starts.

    Either way, it looks really weird and I hope this will be fixed or there is a good solution.

  • Hey,

    After optimizing my construct game for 2 weeks, I managed to go from 2GB to 1GB of ram usage by downscaling the ~200 images in total significantly (Not all on one layout). They are now around 500x500, some are a bit bigger.

    Recently, I downloaded a bunch of games and monitored their ram/memory usage and was genuinely surprised by the result.

    Huge mobile games like Asphalt 8 or Brawlstars that are 100mb-2GB in size and display hundreds of images in one scene only take up 10-50mb in Ram.

    Do you guys know how this can be achieved and if that is also possible in Construct?

  • I have got the same issue… Also when loading, the top bar of the phone is still being displayed.

  • Thank you for your answer! I dont need to display them all at once. In one scene there are always around 70 images, which is not that much in my opinion but I got to try making them even smaller and lets see how that goes…

    So if I understand correctly, that is totally normal and there is no other way to make the memory usage smaller apart from making the images smaller.

  • Hey guys,

    My game with around 200 png images that are 70mb in total on my disk consumes over a whopping Gigabyte of video memory…

    Is this normal or did I do something wrong? I tried downscaling the images as much as I could but most of them can‘t be smaller than 500-1000px in width. That helped a bit but it is still way too much.

    • Post link icon

    Hey everyone,

    My game runs smoothly in the web preview on my mobile devices, however, the APK is almost unusable on the S20 and S8. My game is only 40mb (compressed version) in size, still the ram usage cranks up and the app crashes on my s8 at some point. On the S20 it is extremely laggy and the phone gets really hot, even dims the screen.

    Now, my game‘s viewport is 2160x3840, the Assets are all around 1000x1000 but on the other hand it is 2D, doesnt use that many sprites and runs very well in the preview. Also, loading times are horrible. I tried using low image quality and various types of compression to no success.

    I might try making the viewport 1920x1080 in the future but I believe thats not the main issue here.

  • This is because Firefox and Safari (and some other browsers) display CSS in another way. This can be fixed by putting text-rendering:optimizeLegibility; in front of the CSS script.

    When you export the game to another plattform, the chrome method will be used.

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  • Hey yo all,

    In my current project, the ui window has the buttons as children.

    I need to tween the size of my buttons. However, Button.Y and Button.X give me their initial value of the button and not the current one of the child.

    Is there a way to get the actual/current size of the object like you can see in the debug layout?

    I also tried imageheight, width, tried to calculate the scale etc. but i always get the initial value. Maybe there is also another way to scale the UI window except of making the background the height of (viewport top+viewport height)and the with accordingly.

  • To sum things up before closing this thread …

    First of all, dop2000 is a Genius and second, while Spriter is pretty neat, Animating using the timeline is enough for me and using the Skeleton c3p I was able to figure the hierarchy out and made every sprite of my player a child of a PlayerControl Sprite, which has the Plattformer Behavior.

    Now, my timeline animations work well and my player is moving fine. The only downside to this is that collisions now dont work that well, which is not a problem for me in particular but might be an issue for others. Maybe there is an other method to use in order to make collisions work better…

  • Thank you so much! This is exactly what I need, I was looking for such an addon bug couldnt find one.

  • Okay good. Pin doesnt work, because then the keyframes dont work anymore. I would need something that works with animation, so it moves the children relative to its own position. I will try hierarchy :)

  • Thanks for your reply! Actually, I am using the Plattformer behavior… So could I just set the Gravity to 0, then use physics for the gravity and join points together?

  • My character is made out of multiple sprites - e.g arms, legs, head...

    So, in order for these assets to stay togheter, I need to Pin the Family to the Player Family - otherwise they all fall to the ground when Gravity is enabled.

    I want to animate my character using the Timeline, otherwise you couldt customize the character if it was just one sprite.

    However, because of the pin behavior the Timeline "Set X/Y" arent working.

    Is there a way to Pin the Player Family togheter but let Timeline animations still work? In Godot, Families always stay togheter and you can change the positions of the sprites relative to the families position, is there a way to do that here?

  • Hey,

    I would like my players to be able to import and export savegames that i created using localstorage or a dictonary which will then be saved in local storage.

    For example, if someone gets a new phone, he then can export the savegame

    on his old device and import it on the new one.

    Is there an easy way to do this in Construct 3?