How does the latest construct2 rr195 run on mobile devices

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  • Iam always on the fence about getting construct2 because I know how html runs on devices. I made some extremely simple games with pure javascript and watch them lag on android devices. Does contruct2 run well on android 4.0 and up. I have a Note 4 so of course anything runs fine on that but what about lower end devices?

  • HTML5 games, including C2 games are faster when you run it on Chrome or Firefox app on your Android phone, they also usable in the CocoonJS launcher but I'm not recommend this .

  • my games made with construct2 perfrorm fine on most Android 4+ devices, you can try yourself https://play.google.com/store/apps/deve ... fldr+Games , they are all build with Intel XDK Cordova (not crosswalk) and run in Android Webview

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  • my games made with construct2 perfrorm fine on most Android 4+ devices, you can try yourself play.google.com/store/apps/deve ... fldr+Games , they are all build with Intel XDK Cordova (not crosswalk) and run in Android Webview

    Ok for example this is a simple game I made with pure javascript and some users claimed it ran slow on thier device, can you try it out and tell me how it runs on yours. I can't post links so I had to separate it , its called retro barrel jumper.

    http:// androidfreeware.net/download-retro-barrel-jump.html

  • i tested your game on my oldest device, Sony Xperia Ray.

    When i press the button there is a little delay till mario jumps but its always the same so i think its intentional? Feels almost like playing an old lcd/handheld electronic game.

    is there an intented delay or does it lag?

    Sitenote, the game doesnt scale well, getting it to scale wright on every device is hard with cocoon but there are instructions that can be find on the forum here.

    You should also try to build your app with Intel XDK cordova and see how it performs.

  • i tested your game on my oldest device, Sony Xperia Ray.

    When i press the button there is a little delay till mario jumps but its always the same so i think its intentional? Feels almost like playing an old lcd/handheld electronic game.

    is there an intented delay or does it lag?

    Sitenote, the game doesnt scale well, getting it to scale wright on every device is hard with cocoon but there are instructions that can be find on the forum here.

    You should also try to build your app with Intel XDK cordova and see how it performs.

    The delay is because web browsers have a 300milisecond click delay , there is a javascript library that makes the delay go away but I didnt know about it yet. As far as the scaling I didn't code it with auto-scale because the regular codes I used didn't work (still beginner) .

    Just to show you how much code I needed to make this game. You will see how much easier things are in construct2 vs coding. This is the game in pure javascript and it took me 2 weeks for that simple game.

    <!DOCTYPEhtml>

    <head>

    <meta name="viewport" content="width=device-width, user-scalable=no">

    <style>

    body

    {

    background-image:url('bkone.png');

    background-size:600px 300px;

    background-repeat:no-repeat;

    }

    #ad

    {

    position:absolute;

    left:0px;

    top:280px;

    }

    </style>

    <script>

    function replayer()

    {

    var r=confirm(" Try Again !! You almost beat the highscore");

    if (r==true)

    {

    x=location.href="level.html";

    }

    else

    {

    x=location.href="index.html";

    }

    }

    function jump() // controls player jump

    {

    pointClick();

    document.getElementById("m").style.top = "100px";

    document.getElementById("m").src="MarioTwo.png";

    setTimeout(function()

    {

    document.getElementById("m").style.top = "210px";

    document.getElementById("m").src="Mario.png";

    },700)

    }

    function colides(elem1, elem2) // colide checker

    {

    var cr1 = elem1.getClientRects()[0];console.log(cr1);

    var cr2 = elem2.getClientRects()[0];console.log(cr2);

    var heightOffset = (cr1.bottom - cr2.top); console.log(heightOffset);

    var widthOffset = (cr1.right - cr2.left ); console.log(widthOffset);

    if ( heightOffset < (elem1.clientHeight + elem2.clientHeight)

    && heightOffset >0

    && widthOffset < (elem1.clientWidth + elem2.clientWidth)

    && widthOffset > 0) return true;

    return false;

    }

    function moving() // controls barrel movement

    {

    var pp = document.getElementById("b");

    var left = parseInt(pp.style.left);

    if (colides(pp, document.getElementById("m"))){

    pp.style.left = "1000px"

    replayer();

    } else {

    var tim = setTimeout("moving()",60); // controls the speed

    left = left-25; // move by 50 pixels

    if (left < 0) left = 700;

    pp.style.left = left+"px";

    }

    }

    window.onload = moving;

    </script>

    </head>

    <body>

    <p style="color:white"> Score</p>

    <p id="output" style="color:white" >0</p>

    <p style="color:Black"> HighScore</p>

    <p id="high" style="color:black" >10000</p>

    <img id="m" src="Mario.png" style="position:absolute;top:210px;left:140px;height:60px;width:60px;zdepth:2;" />

    <img id="b" src="barrel.png" style="position:absolute;top:220px;left:1200px;height:60px;width:60px;zdepth:2;" />

    <img id="g" src="green.png" onclick="jump()" style="position:absolute;top:180px;left:15px;height:100px;width:100px;zdepth:2;" />

    <script>

    var points = 0;

    var higher = 5000;

    function pointClick()

    {

    points = points + 200;

    document.getElementById("output").innerHTML = points;

    if( points > higher)

    {

    higher = points;

    document.getElementById("high").innerHTML = points;

    }

    };

    </script>

    </body>

    </html>

    Construct2 saves you a ton of freaking time. Thanks for the input.

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