1mrpaul1's Recent Forum Activity

  • Ok, got it

    related to the update of the 3D object plugin.

    will ask in the 3Dobject topic

    Thanks

  • No backups, the last backup was a long time ago. then I reinstall construct and forgot to enable backups

    and I didn't know how it is happened

    today, decided to open the game that I did 2 weeks ago, and bah...

  • Today tried to open one of my projects, but cant't

    got Failed to open project. Check it is a valid Construct 3 single-file (.c3p) project message

    and this error and warnings in the browser console

    main.js:1958 [SDK] SetSupportedRuntimes() is deprecated and no longer has any effect SetSupportedRuntimes main.js:1958 main.js:726 [Project] Exception opening: Error: name already in object class namespace at new d (/r275/projectResources.js:531) at Function.xa.j (/r275/main.js:938) at Function.bD (/r275/projectResources.js:538) at d.fQ (/r275/projectResources.js:592) at d.fQ (/r275/projectResources.js:620) at Function.fpc (/r275/projectResources.js:621) at async Promise.all (/r275/index 8) at async d.ALb (/r275/projectResources.js:626) at async d.ILb (/r275/projectResources.js:1583) at async Object.CCG.en (/r275/main.js:704)

    what I cant to do to try to open it?

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  • Found another thing in the construct that increase the size of the code

    It is a timelines

    Yes, I'm using a lot of animations with a lot of parts

    15 of these animations costs 1mb without minification and about 500 kb with it

  • Seems like a perfect place for svg.

    i never was able to use svg, there is so many restrictions

  • very nice, controls for mechanics need a bit more work it's not as fast as i was expecting it to be. but a nice game so far.

    thank you. yes, controls got to be enchansed

  • jamban

    I hope you can share how to make it

    yes, I will try to make some tutorials in the future.

    If shortly, most hard question,is how to make 3D model. As long as we need only textured objects.

    Also, the number of the polygons got to be very low

    Another issue, it is collisions.

    You got to handle zelevation for all collided objects.

  • There is 1 animated object on the screen and it alone increases the CPU consumption to 5% (while the animation is running). There is no problem so far, the real problem starts when I add objects that have no animations to a place where the camera can see them. How Does? I add 5 more objects next to this object, and these objects do not have any animation, the animations of the object I mentioned at first are working and now the CPU consumption has increased to 30%. Whereas, the only object rendered animation is the one that works because the camera doesn't move, but it looks like it's rendering other objects as well.

    if you are making any manipulations with 3dobject, in the construct, rotating, moving, changing size, it is also affecting on the processor a lot

    depending on how many polygons in your object.

    if 5K or more, simple rotating of this object when it is on screen, will drop performance a lot

  • ** note... resizing the images to such a drastic difference might result in quality loss, unless the original files are vector images. but not sure how spine does the rescale export.

    of cause, I'm making a lot of work with images

    but I can't make pixel art graphics.

    and compression, as in the png, doesn't work when you compile the game as playable. otherwise, the size of the images seems increasing because of the base 64 format.

    this is why I'm asking ability to use graphics from asset folders, how facebook asking

  • i have a technical task what i got to do and what images to use.

    from a big company that doing playable and other ads a lot. and have a vision how it got to look.

    i needed to use spine, but to save size I redone all animations in the construct's timeline, that isn't easy if you are doing skeletal animation of the human body, hard to recreate, add new characters with this animation. it also makes code bigger.

    what I can exclude - box2physics, which took about 500-600 kb.

    all other plugins took 10-20 kb

    But again, as I said, code can be minifying.

    what we need, the same playable export as now, but separated folders for sound and for images. It can help to keep the main, HTML file inside 2mb.

    it is a weird requirement from facebook, 2mb HTML file, but they are monopolists and don't care about users too much, really nothing to do with it

    google requires html5 file with the 1mb size by the way...

  • 1mrpaul1 - you'll have to contact Facebook about issues with their service, their restrictions, or their test tool. It's all under their control, and there's nothing we can do about it. As far as I'm aware, Construct complies with the restrictions stated.

    facebook can live without us very well, we need them, so, if you can't help, they will also not. and I know that many C3 users told Facebook about the issue a long time ago, but nothing changed

    it is very sad. hard to find a job for C3 developers, we are needed only for making playable ads, but without Facebook, can't even do this job.

    while C3 can be a powerful tool for making payables, especially with 3D

  • A new empty project exported to HTML5 with advanced minification is just 210kb zipped. Even uncompressed it's about 500kb. Anything above that is the content of your project, which is up to you, not Construct.

    The technical restrictions on single-file Facebook Playable Ads are strange and contradictory. They set a maximum file size, and then also impose rules that cause the file size to increase, such as having to encode binary resources as text in base64. Even so, a new empty project exported as a playable ad with advanced minification is 166kb compressed, or again 500kb uncompressed.

    Facebook have been impossible to get hold of for any questions I had or for any technical support with quirks with their tooling. Do they count the compressed size? If not why not, since they seem concerned about the file size? Compressing it would be an obvious thing to do. IIRC, there was an option to use a zip of a HTML5 export; try using that if you can. Otherwise I'm afraid you will just have to work within the confines of their (partially documented and contradictory) limits. As far as I can see the engine overhead is reasonably low given how many features it has - and is certainly less than the 1.4mb you stated - so you'll just have to be careful with every single thing you add to the project.

    yeah, 2mb for html got to be without compression

    it is just impossible to make something normal in the 2mb, base 64, which, as you said makes images even bigger

    have all code in one HTML file and put all images and sounds into separated asset folders, when exporting facebook playable, will be a possible solution

    As long as you said, base 64 makes the size of the images bigger. and images can't be minified

    So, minified code and compressed png images will keep the size of the game inside 5 mb

    Your current playable ads working without errors (it is still not working in the facebook console, but maybe will work in the real advert. company)

    But when I'm trying to export the game as usual html5, with asset folders and upload it as zip, I'm getting these errors

    Where again this blocked "blob: data"

    JS::call("DevsiteEventLoggerUtils", "register", ...) did not fire because it has missing dependencies.

    DevsiteEventLoggerUtils is ready

    __call__DevsiteEventLoggerUtils.register__46 is waiting for __elem_072b8e64_0_3_bx

    __elem_072b8e64_0_3_bx is not defined

    Subsequent non-fatal errors won't be logged; see fburl.com/debugjs.

    errorListener NedATFsdorL.js?_nc_x=SuOiPW6rEN4:58

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43 [Report Only] Refused to evaluate a string as JavaScript because 'unsafe-eval' is not an allowed source of script in the following Content Security Policy directive: "script-src *.facebook.com *.fbcdn.net *.facebook.net *.google-analytics.com *.google.com 127.0.0.1:* 'unsafe-inline' blob: data: 'self' connect.facebook.net".

    b.construct NedATFsdorL.js?_nc_x=SuOiPW6rEN4:43

    inpage.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage inpage.js:1

    contentscript.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage contentscript.js:1

    contentscript.js:1 Failed to execute 'postMessage' on 'DOMWindow': The target origin provided ('https://www.fbsbx.com') does not match the recipient window's origin ('null').

    _postMessage contentscript.js:1

    box2d.wasm.js:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/developer/tools/playable-preview/preview-asset/style.css:1 Failed to load resource: the server responded with a status of 404 ()

    supportcheck.js:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/main.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/main.js:1 Failed to load resource: net::ERR_FAILED

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/register-sw.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/register-sw.js:1 Failed to load resource: net::ERR_FAILED

    fbsbx.com/:1 Access to script at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/offlineclient.js' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

    fbsbx.com/developer/tools/playable-preview/preview-asset/scripts/offlineclient.js:1 Failed to load resource: net::ERR_FAILED

    box2d.wasm.js:1 Failed to load resource: the server responded with a status of 404 ()

    supportcheck.js:1 Failed to load resource: the server responded with a status of 404 ()

    style.css:1 Failed to load resource: the server responded with a status of 404 ()

    fbsbx.com/:1 Access to internal resource at 'https://www.fbsbx.com/developer/tools/playable-preview/preview-asset/appmanifest.json' from origin 'null' has been blocked by CORS policy: No 'Access-Control-Allow-Origin' header is present on the requested resource.

1mrpaul1's avatar

1mrpaul1

Member since 21 Feb, 2018

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