Kashin Ginn's Recent Forum Activity

  • Instead of Y, you can compare the sprite.BBoxBottom

    OR

    In case of sprites with empty space in them... it is better to add a new image point for the bottom, then compare using

    sprite.imagepointY("img point name")

  • Hello, I've been optimising my game and yes FPS is always 60.

    I've been testing the FPS/CPU/GPU/Renderer etc on mobile phones...

    Unfortunately, there's some stuttering that occurs every now and then (only on Android) which might be coming from the Android web view. I doubt that can be fixed...

    But overall I'm making sure once my game is completed, everyone can play it even if they have old smartphones.

    So thank you, that gave me some motivation, hehe

  • Alright, thank you!

  • Hello,

    I was testing the CPU & GPU utilization % on mobile. I noticed that

    On PC:

    CPU : 10-12%

    GPU : 9-10 %

    VS mobile

    CPU : 20-25%

    GPU : 50-60%

    I was wondering if this is normal on mobile?

    Note that I followed the performance tips on this site but never saw the recommended CPU or GPU % for mobile devices.

  • R0J0hound

    Hello,

    I'm not sure about a debug APK vs a signed/normal release version yet... I will test it out later.

    About the debug version... it happens even if there's a single sprite moving in the whole project and the FPS is constantly between 59-60, so I'll bet there's something else going on...

    ... but thanks!

  • Hello,

    On created you cannot access the instance variable directly.

    You need to set "Wait for previous actions to complete" after creation

    then do the pick via the instance variable.

  • R0J0hound Ashley or others

    Any help from you all, on this issue or on how to export properly?

    I feel like this post will be lost in the forum soon...

  • Hello paxclara, thanks for replying.

    By janky movement, I meant that the sprite is moving smoothly and suddenly few frames are lost while moving, then back to smooth movement again. This happens like every few sec and I noticed that the game is at 59-60 FPS constantly.

    - Pixel rounding is always off in my games, because I need smooth movement which requires decimal values.

    - I've tested on a remote preview on my phone and the movement is smooth compared to an APK.

    - I tested on a blank project just in case I had lots of functions being called but the issue happens there as well. Note : only when it is exported as an APK

    - Also tested with WebGPU or Worker being on/off

    I've come to the conclusion that this might be related to the Android's webview. I don't know how other devs have been doing it or never cared about small issues like that.

    But to me this is a huge problem as I want to give a very good product on the store and I know I have uninstalled many games when I came across "janky" issues like that (where the game required accurate movement to win etc).

    There's something that needs to be done on the export, but I'm not sure what it is.

  • So just create a sprite.. add a sine behaviour to it and export as debug APK.

    Observe carefully.

    The movement is janky. Even tho the FPS is 60. Why?

    Same issue if I use

    self.x + speed * dt

    How to fix this?

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  • I'm not sure what you mean. The remote preview is done on my phone. so...

    The game runs fine on my phone via the remote preview. 60fps on mobile

    But when exported as debug APK, and tested again on my phone. it loses 5-7 fps

  • It seems like when I export a debug APK to test on mobile.. the game loses about 5-7 fps. But on the remote preview, there's no fps drop on my phone.

    Is this an issue or is there a way to properly test the debug APK?

    Did anyone have this issue when creating a real APK instead of debug?

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Kashin Ginn

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