damjancd's Forum Posts

  • SoldjahBoy yeah you gotta check your statements Some of them don't work well.

    My game is actually really low activity, minimum processing game and I optimized as much as I can. But not using WebGL really kills performance and it heats up.

    STARTECHSTUDIOS I know it's REDiculous But it's ok. I'm trying on Buildbox for size but it's crashing quite often. It was the same 6 months ago. It's very well designed but if it's that unstable I'm hesitant to continue.

    I'm completely fine to overoptimise, just that the entire process is so convoluted and a waste of time that I don't really know how to continue. Every step of the way you have to know some insider trick to make your app work, and it's senseless.

  • There's an entire forum post on AppStore games

    But I can't seem to find any there that's really AppStore recommended or caught their feature.

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  • Hi,

    I'm an angmoh in Singapore, but have been living here for almost 3 years. Was wondering how active and present the Construct 2 community is in Singapore.

    Cheers

  • Found a few on Android, unfortunately I don't work with that and can't test it.

    https://play.google.com/store/apps/deta ... CoreBlocks

    https://play.google.com/store/apps/deta ... u.whiteman

    And this guy is making an iOS Android game that looks delightful, but haven't yet published https://www.facebook.com/photo.php?fbid ... =3&theater

  • Just that, it's being thrown around that HTML5 is good enough performance wise to work on mobile as in the recent post by Ashley here https://www.scirra.com/blog/ashley/28/t ... ve-engines

    Which I don't dispute since I don't have the intellectual nor knowledge capacity to do, and I trust Ashley about it, but there's a certain concrete and tangible reason as to why we don't see many games done in Construct2 in the AppStore breaking ground. And we are big, I think much bigger than BuildBox for an example. It follows that we should see a bunch of successful games right? Or at least some?

    So if that's not the case, what's stopping it from happening?

    My personal experience is horrible. This is not to blame Construct2 at all. They make it fairly obvious that exporting to mobile is not directly supported, but ignoring the demand for simple and straightforward way to export is just shooting oneself in leg.

    Maybe the way forward for mobile isn't native exports. OK, I can live with that. But if there's a simple, recently updated, direct way to know how the hell to use any of the exporters. Here's me begging for help on releasing on mobile using Cocoon or PhoneGap viewtopic.php?f=147&t=178890&p=1052835#p1052835

    I don't want to do that and bother people every time I want to publish a game and the third party wrappers change a little something, some insider thing that you "must" know, so I spend 2 weeks finding that little key on forum posts, obscure dark corners and under the bridge for solutions.

    Mind you I still haven't found a solution for my problem. So headache continues.

    But as I've stated, this might be only my own retardation and normal, smart folks out there might know how to work with those third party wrappers, and have already published cool games on the AppStore.

    If so, me is mighty curious! Let's check them out and celebrate them, at least among us.

  • Could you share if you have any cool gems of mobile games made with Construct2? I'd love to see what Construct2 is capable on mobile and I realized I've never concretely seen a good example.

    Thanks

  • Hi there,

    After 6-7 months we finally finished our Construct 2 game. The game is theoretically ready.. shameless plug : https://itunes.apple.com/WebObjects/MZS ... 25264&mt=8

    Yeay finally confetti and such "' ' .'.' '' !

    But it's not using WebGL and is heating up the phone like crazy. So we are sitting on it, not publishing until we fix this.

    Anyway, it seems that I am also retarded and the entire process is highly convoluted for us retarded people, so I only managed to make it work and publish it by disabling WebGL while using Cocoon.IO with canvas+

    As of now, does anyone know how to publish with WebGL on Cocoon or Phonegap? Is it possible at all?

    When I enable WebGL it either gives me low color graphics like this

    Or, like with phoneGap, it doesn't go beyond the beginning. It's just a dark screen when WebGL is on.

    I'd really love to continue using Construct2 and I have like 3 embryo projects just waiting to be finished in C2, but I'm losing hope that we can publish them using Construct2 and I'm starting to think we need to redo them in Unity or something.

    Thank you for reading through this 5 hours of sleep text, any help is appreciated.

  • Ashley You are awesome. I wouldn't be into making games if it wasn't for C2 and I will always recommend it for desktop games. Not for "beginners or those that are just starting out", but for all. You guys are making people powerful because they can almost immediately spit out a prototype of pretty much anything they imagine.

    I sure hope I'm wrong and I've somehow been stupid with this game, but I can't find a mobile game done in Construct 2 that doesn't warm up the phone.

    Again thank you! Sending it now.

  • This is the game in it's early bones shape: https://itunes.apple.com/us/app/all-but ... 25264?mt=8

    Please download it and play around a bit. It looks really good but unfortunately it lacks many features.

    Video : https://youtu.be/frt3qHB5MTw

    EDIT: EDIT: Nothing worked. I spent 40% of my time wrapping things with Ludeis Cocoon.IO, fiddling with WebGL on, reading up on how to export, incompatibilities, cute little glitches, this is a waste of time. I'd rather pay for someone to redo the entire thing in Unity and I'll continue my smaller projects in the as of now very limited Buildbox. Fare well Construct 2 community.

    EDIT: Seems that I might've made a huge tiny mistake and exported it in the wrong settings. Will reexport and see if heat is not crazy high and update everyone. Thank you Ashley for helping me out on this![/color]

    For me, mobile games using Construct2 is simply not possible. I will probably migrate to Buildbox since their performance is good and the User interface of the development suite is extremely well done.

    I've attempted to do EVERYTHING to optimize this game. I love Construct2 and the language and how easy it is to build very custom games, or literally anything 2D. I feel that I'm almost at that point right now, but whatever I make, however I optimize, the iPhone turns to lava.

    This game is a simple one, the biggest thing is the memory it takes to run it. All the assets are Retina sized to fit the iphone 6+ screen perfectly. Other than that, I delete EVERYTHING that's not in sight of the player, I only run things when they need to be run, I try to conserve the things that need to run all the time, to run as slow as it is unnoticeable so it doesn't cause heat.

    I sure hope C3 comes with native mobile exports since this is where casual and lighter games are made now. The engine and language is PERFECTLY compatible and approachable for mobile games. IT's like the perfect couple.

    This might be Cocoon.IO the wrapper, I really don't know. Initially the game was around 45mb, and when I wrapped it, came out at 95mb. No fun.

    I will still use Construct2 since I freaking love it, but for my main projects I will either hire Unity devs or work with Buildbox.

  • It seems that I've been exporting for Cocoonjs and should've exported for Cordova, but now the cordova export isn't being read by the compiler. The pain is neverending.

    Got it to read the export. The name should be the same as the export for some strange dark secret reason.

    Anyway the graphics are still like the ones up in the examples I uploaded.

  • I'm having difficulty with my game for the last 2 days. Finally managed to get it compiled by Cocoon.io, using the Canvas+ mode, and now it looks like this:

    And it's supposed to look like this

    I'm really not sure what I'm doing wrong.

  • Kyatric My mistake was that I wasn't checking if it existed, I just jumped to on missing. Got it now thank you!!!

  • Thanks maybe it will be clearer to someone else needing this

  • Kyatric, if I LOAD SAVE or Restart Layout, would "OnStartLayout" still work? Because I don't want it to

  • Kyatric "Also, on first execution, the key won't exist. So instead of attempting to "get" the key, you should first check if it exists.

    If it doesn't, then you can assume this is the first execution, and you can create your key."

    Tried that, Didn't work for me, so I tried with this. I actually got it to work now somehow on the iPhone. But it's black magic and beyond my understanding. Will read up more about this but I'm afraid it might be a CocoonJS incompatibility or something.