Big Infinity's Forum Posts

  • I do have some particles. Only spawn 20 at a time and they fade quickly.

  • So, after reading the post Ashley did about how WebGL renders, I started making each texture spawn on a different layer. I also read somewhere that rendering multiple layers, in itself, takes some memory for each layer. Is this accurate? I'm trying to optimize my game, a space shooter. I've read all available articles on optimizing and tried to put as many of the tips into play as possible. I also read about power of two textures. Will that give a decent performance boost if you only use PO2 sprites?

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  • I've tried Cocoon.io as well. I find that it behaves about the same as cocoonJS.

  • I've tried cocoonjs and get good performance mixed with a lot of jank (around 10-63 FPS). I've tried crosswalk and get a TERRIBLE frame rate (7 FPS). What I've had the best performance with is the HTML5 APK Builder (http://www.mrchay.com/projects/HTML5toAPK). I've been getting 25-40 FPS but it runs much more smoothly than the other options I've tried. I'm having a few issues with it and wanted to start a place where people could share experiences and info. I also have a few questions about it. I've heard people talk about screen orientation lock issues with crosswalk, I'm also experiencing them with the APK Builder. How can one go about setting and locking the orientation? I also am having a slight audio lag and music isn't playing at all. Can I fix these? If so, how?

  • I guess we should all be thankful that creating a good, optimized game is so much work or else there'd be 10 million apps in the app stores. I saw something not long ago that there is now software that is for one-click game publishing. I guess the idea is that the game has already been made for you, you just have to click "publish."

  • Thank you

  • I have been using cocoonJS and have been finding it easy and intuitive. It might be more difficult if your game has lots of plugins - mine is very basic. To use it, right click in the exporter window and check "show depreciated exporters." Export with it to dropbox and copy the link from your public file. Then download the cocoonJS app from itunes. Choose "run my app" and then put in the dropbox link to try it out. I'm doing it on android right now and it works great! Good luck!

  • I was wondering if it's possible to make my mobile game run at 30 FPS for consistency. Anyone know if this is possible and, if so, how to achieve it? Thanks.

  • A couple of weeks ago I was able to try my game out with the cocoonJS android app and it worked fine. Now, no matter what type of export I try to do (cocoonJS or cocoon.io via html5 and cordova), I get the black screen of death. This includes one crosswalk "lite" export. I heard one person suggest that version 213 is to blame and I suspect that might be right. Anyone else having this experience?

  • Android.

  • Android.

  • I read every bit I can about all of the methods including XDK. I'm mostly interested in performance and ease of export. Cocoon.io has been kicking my ass.

  • Any ideas on which one is better and why?

  • Yes - thanks!

  • I look forward to hearing from people who've run successful campaigns. I can share what I've learned:

    * Get feedback on your game before you open it for voting. This will help you address issues early on and not in the middle of voting.

    * NEVER react negatively to negative feedback or trolling. Most likely, some folks will say some VERY mean, sarcastic things but any kind of negative reaction will be met with 1000x more negativity. Your best thing is to simply ignore the cruelest comments. Trolls are just trying to get a rise out of you so they can tear you down afterwards.

    * Don't expect greenlight to be an effective way to market your game - you will need to get the word out before hand and during any way you can.

    *The first couple of days are when you will get most of your traffic. Plan and act accordingly.