Halfgeek's Forum Posts

  • I use bullet rain drops to simulate rain, on collision with a line on the ground, it spawns a particle droplet, on collision with a water line, it spawn both a particle droplet as well as a ripple sprite.

    Runs absolutely smooth even on weaker devices, ie. old Dual Core 1ghz from 2011. This is the same for CocoonJS OR Intel XDK/Crosswalk, both ran it very well, actually, Crosswalk is smoother!

    Check out how graphically demanding and collision intense the game is:

    So yes indeed, Construct 2 can generate very intensive games and thanks to the ever improving Chrome engine with Crosswalk, its smooth on many devices too.

    ps. Also same for hailstones, on impact with the ground or other objects, spawns into multiple smaller stones. Bullet is quite efficient.

  • What's your monitor refresh rate? 80hz?

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  • Yup, Crosswalk doesn't have glaring issues that CocoonJS does, namely, much better memory management so Apps can suspend and resume. Even if your phone rings while playing, it will resume afterwards. On CJS it would crash and lock up your phone requiring a reboot.

    That and it works on much more devices (due to less required ram!) with proper resolution scaling.

    As soon as Crosswalk support AdMob, it will be the goto for Android porting for most people.

  • Well my Ninja Legacy passed Samsung QA, no issues at all. Seems the current sound bugs only occur in Nexus devices.

    Crosswalk is great!

  • carsenk

    Same, ATM cannot get Ads to work on Crosswalk compiled APKs. I guess we have to wait for them to add official AdMob support, apparently its coming soon. In the meantime, I'm just going with paid App and when they are ready, i will launch a free version with Ads.

  • Click on the MoPub test demo Banner, eventually they stop sending u the test Ads. I often get the test banner again if I preview a build using the CocoonJS launcher (without cloud compiling). Not sure whats happening, but ever since I stop using the launcher, the Ads work fine, have not seen the test Ad since.

  • They specifically want their Ads to be shown for the entire duration of the refresh rate you set, ie. 60s in this case. Read their "Best Practice" guides and its quite clear anything outside the normal is not acceptable if they find out. This includes hiding banners before they expire as well as putting them in locations that interfere with gameplay and cause unwanted clicks.

    Edit: I only do 350 x 50 banner Ads, because I feel using fullscreen Ads will really piss many users off very quickly. I know I get pissed when I play games and it's spamming Ads like that in my face.

  • ByR I don't think it matters about the placement, as long as its shown. An impression needs to be shown for the duration, if you read their guides, typically 60s. So if i understand it, you have banner on the bottom, but move it to the top when players move. It's still onscreen? If so, no problem.

    sachos345

    I haven't see that happen in a real compiled App, but seen weird stuff running through the launcher, if that helps.

  • Sadly CocoonJS is still the only viable iOS export since its got monetization features.

  • You just use CocoonJS => Hide Banner in event sheet where you want to hide it.. but my point is it doesn't actually stop the Ads, it refreshes and display a new Ad for 1 frame, then hides it.

    If you want to use Ads with CocoonJS, it has to be always on, not only on in menus or some part of your game, because the "Hide Banner" just hides it, doesn't stop it from refreshing a new Ad impression.

  • Please reduce the size. It's a pretty significant increase. I wonder if it'd be possible to just include components you need during the build process (letting users select prior). Something similar to where you ask for permissions - maybe for permissions that aren't included don't include those packages in the build? Not sure if that's feasible..

    Unlike to occur because Crosswalk is basically including the CHROME browser engine to run your game. Just deal with it and don't make massive games with tons of HD art... not until Google lift their 50MB APK limit or until we have a viable option for C2 to download extra expansion files.

  • jayderyu

    Good post. I found exactly the same thing as you. Mobile devices these days and even those from 2011 don't really give a stuff about massive art asset, they can crank it out at 60 fps easily. But there are things that really hurt performance of C2 games on mobiles:

    1. Physics.

    2. WebGL effects.

    3. Rotating, changing angle, resizing objects every tick.. and some behaviours (thanks for headsup on Pin!).

  • sachos345

    Letterbox in C2. In CocoonJS, I use Scale to Fill. Game looks fine on every device I've tested so far. It was designed for 16:9, so there's small black bars on 16:10 devices. 4:3 device is really only iPad these days so I don't really care, haven't even released on iOS yet.

    AdMob ads only, using MoPub as the intermediate, don't use Marketplace.

    shaircast

    Be very careful not to "Hide Banner", because CocoonJS is bugged, it will still refresh your Ad every 60s and show it for ONE frame before hiding it. It counts as an impression to AdMob but its not legal because its a fake impression! If Google ever test your App and see that, ban hammer.

  • Never bother with emulator, I find it does not pick up bugs, because its running in a pristine environment, whereas a real device often have way too many background processes running that will affect stability as well as performance and collision checks.

    I use real devices, a phone and a tablet.

    Also, the emulator in Intel XDK/Crosswalk doesn't pick up sound bugs at all, but on a real device... oh boy.

  • And most PC users will know that drivers need to be up to date, its not a new issue as soon as they try to game on their desktop. The problem comes in when ATI/AMD and NVIDIA stop updating drivers for older GPUs. They seem to have a 5 year life-span on driver support. For NV, anything beyond 8800GT is not supported (updated), and last I checked, they don't update anything for the 8800 series for a long time. Their updated drivers only add function to newer graphic cards.

    The hardware may be more than capable, but the drivers just aint there for it.