Halfgeek's Forum Posts

  • Updated game on Chrome, some new Art and extra WebGL effects put to use (I had stripped them out of the Android version due to slow-downs on mobiles).

    Try it out and see if you can defeat the first 3 bosses! <img src="smileys/smiley17.gif" border="0" align="middle" />

    chrome.google.com/webstore/detail/ninja-legacy-free/knmgppfccemkkchhkpakidghdfiefkpe

  • > Arima thats some really nice character art you got there.

    > Is it a Tablet/Phone/Phablet game?

    SgtConti Thanks! It's targeting desktop downloadable only at first, but that's only because of the current lack of memory management options (especially on iOS which can't use layout by layout loading at all), as it's an HD game and is going to have a lot of assets. If C2 gets the ability to manually load stuff as needed rather than loading everything at once at the start and gets layout by layout loading for optimizing VRAM use on iOS and the ability to unload stuff from ram, then I hope to put it on tablets eventually, as it would control wonderfully on them. Phones I think would be too small, I'm not sure about phablets though, as I have yet to try using them.

    Yeah this is the real limiting option for iOS and Android currently, porting via CocoonJS just doesn't work for games with lots of HD art.. likewise, Crosswalk is a no go since it uses nearly half the 50mb APK on overhead.

    If only Ludei fix their CocoonJS to load layout-by-layout..

  • Looking forward to a demo. :)

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  • I played it to Wave 3. I was just wondering why Gloop (green goo).

  • Yeah its a sad situation for art-heavy mobile games using Construct 2 now, Crosswalk has so many issues with supporting features as well as being slower AND piling on 20MB into your APK.. but its got proper memory management!

    CocoonJS runs fast, has nice features, but has a epileptic inducing blinking logo which Ludei refuses to fix, as well as bloated LOAD_EVERYTHING into memory.. but it only adds around 5mb overhead to the APK.

    Construct 2 games for web is a flawless process, its just these Android/iOS port options are still flawed.

  • Teated on LG Optimus G Pro

    No crashes has been detected, but ludei logo flashes a lot of times.

    This game reminds me of the Pou :)

    Ludei's logo flashing seem to be such a common issue, yet Ludei isn't even bothering to fix it.

  • Allchix: my game uses ~400mb due to CocoonJS loading every asset into memory instead of doing layout by layout. As such i am limited to 1gb ram phones.

    Generally a safe assumption is 1/2 the total device ram as a limit.

    Thats the biggest problem with CocoonJS as I see it.

  • thats my question.

    who has had a good performance in mobile?

    i want to know how many people using C2 had reached a good perfomance in mobile? not talking about nextgen devices like nexus or galaxy or iphone, im talking about a good perfomance in regular phones.

    What is a regular phone to you?

    Because Galaxy S3 and HTC OneX is pretty dominant in android markets. Likewise iPhone 4 is the bulk of the market, and newer iPhone 5 is replacing older iPhone 3 over time.

  • elksign Damn that is too impressive, so much potential there, keep it up!!

  • Tekniko, thank you so much for the feedback. It's been mostly a one man effort, since my friend helped with some art part-time on and off whenever he had time, whereas I devoted full days (and nights) to it.

    The first 3 levels are actually the lowest quality in terms of art, we were learning how to draw starting out (literally pen, paper, youtube tutorials) and our early creations I would say are crap compared to later levels.

    I was wondering if that type of gameplay is unique since I haven't encountered many games where the focus is to deflect enemy attacks.

  • I found no difference, was optimistic for potential performance gains but nope.

  • Find the answer on this thread

    http://www.scirra.com/forum/memory-use-huge-problem-for-large-games-on-mobile_topic64424_page1.html

    Can't do anything on C2 side, it's wrapper issue. They just preload every layout without doing dynamic loading. The 100mb limited from iOS is even sucks. Not much I can do now. This game'll stick with android. I'll keep in mind to make a less sprite/sound game next time.

    iOS limits to 100mb memory for apps? Wow thats HOPELESS for CocoonJS now.. unless we all do pixel art games.

  • It makes no difference - either way you have the same number of images. For the things that are actually important to memory use, see the blog post: remember not to waste your memory

    I thought if you had a individual 55px sprite, it will be thrown into a 64 x 64 texture on its into the ram.. whereas if you had multiple 55px sprites, it gets put into a sprite sheet that may fit more/better into texture ^2, no?

  • I have this same problem for my game, it takes 440mb of memory via CocoonJS since it loads everything at the start and not layout by layout.

    There's plenty of devices that can run the game with enough grunt, just their 512mb ram is not able to handle it.

    We really need Ludei to step up and implement layout loading, because each of my layout while running typically only have 60mb of assets or less.

  • If it fits into the texture atlas, ie. its pixels is close to ^2 dimensions, then an animation would use less since its all crammed into a nice big texture and fits well.