DatapawWolf's Forum Posts

  • Ashley, could I take you up on that offer for profiling, over an email? My game is super small, and I have a few questions about some strange but worriesome blips where the game pauses slightly. Only, though, on lower end devices.

    I am starting to wonder if it isn't an issues with physics (as I first suspected) so much as something else, because, for example, I went so far as to set physics iterations to 1 for pos and velocity, and no difference. Like i said, games runs fine except for the teeny but annoying spikes.

    Or maybe the fact that I am combining physics with tile maps is causing conflict if some sort... #ColorMeConfused.

  • I built with Crosswalk 10, I've not tried it with 7 so I'm not sure if it works with that version and VLC Player tells me the video codec is VP8.

    FredQ Well I'm even more confused now! I am using that exact codec in my videos, and Crosswalk 10 like you. Not working.

    Did you enable anything else with the Android build? Any extra permissions? Did you build with Construct 2 r201+? Did you leave the video files in your Files folder in your Construct 2 project or import them into XDK?

    However, my device is only running Android r10. So I'm considering the fact that I need a different video encoding entirely, one that is supported on more Android platforms.

  • I must say, unless C3 comes at a similar price point to C2's current price, I will be moving to Unity or Unreal. Unreal already has a working android Android exporter BUILT IN, is free, and the Blueprint system they have is not that much more difficult than C2's "no coding" coding. The main difference is that Unreal does take many, many more hours to become familiar with.

    Honestly I would just love to see them focus on maybe the top 4 platforms: Android, iOS, Win, and OSX. That is all they need to show me and I will be on board. If not, then Unity and Unreal will continue to pull away business. It is plain and simple economics/capitalism.

  • [quote:3mh46ewu]Unity, and unreal are free, but takes hundreds of devs to make a buggy game

    ot true. Unreal has come a loooong way, and, to all those doubters, install the Flappy Chicken app, because it runs better than I believe any C2 game exported for mobile can.

    Prove me wrong by ripping the assets and creating an Android game utilizing the same features, shaders, & etc. and I will shut up.

    But alas, I am for now stuck with C2 for my game Protoship. It will be good enough to run as an introductory game of mine into the appstore world, however, until some decent and well-compiled exporter can be developed and streamlined for C2 games, I don't think I will continue to use C2 for anything with physics or that requires shaders, or obviously 3D, or... well anything except simple touch screen interactions with low movement and graphical requirements.

  • Alright. When I'm done, I will get back with my results.

  • Just wondering if anyone has used this physics library for a mobile (mainly Android) game?

    R0J0hound essentially I am looking for a more lag free version of C2's physics engine. Ever since one of their updates when Ashley started working on physics and overhauled some things, my game has been running poorly.

    So, I need some alternate physics.

  • I'll definitely post about it when I can. I also have college classes, heh, so we shall see when I finally get to work on it. Hopefully at least tonight.

  • DetteMan, you can see detailed information using VLC. I'm in my phone right now so I cannot give you. Detailed how to, but the functionality is there. : )

  • http://developer.android.com/guide/appe ... rmats.html

    Ah hah! Take a look at this, Only VP8, and then for MP4, a few other types of encoding that I was not using.

    Also, yeah, if launching to And our 4.0+, all that is needed is this VP8 WebM. Also would be handy to know so as to not bloat exports unnecessarily.

  • DetteMan What is confusing is that others seem to have gotten it to work.

    But also, what encoding did you use? I'm thinking perhaps apps do not support all codecs available, and developers are not being told how to encode videos.

    In my case my mp4 file was in h.264, while me WebM was VP9. I think I may try a combination of a few different mp4 encoding and the older VP8 for the WebM version.

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  • Bump...

  • because I clicked my own ads using my cousins device

    1st, how do you know it was specifically because of that? Is there a message they sent that implied that?

    2nd, if it is true that is the reason, they could know because he was using your WiFi, and accidental clicks are *ok* but if he was doing it multiple times, that raises a red flag and then all they need to do is a quick lookup. Also because those who are relatively newer ad publishers are under much more scrutiny than trusted publishers.

    What to take away from this: don't cheat the system or you will feel even more regret for continued actions because of disciplinary actions against your account(s).

  • Sounds great! Perhaps you could add some small buttons that change the language? If you can, of course. : ) An example of multi-lingual capabilities would be great!

  • neat! I don't read that language, but I got the gist of it. Looks like it could be quite useful.

    you have to click on them.

  • Depends on the game, I'd say. I have physics issues, but it is strange in that it's only tiny blips of lag that seem to affect a device no matter how powerful it is, from phone to gaming desktop.

    Otherwise, my current game uses physics: one moving object, and generated tilemaps, and runs (with XDK export!!) on a $50 android phone with only the above bizarre issue.