Halfgeek's Forum Posts

  • Suggest you use an in-game text to show the FPS and cpu usage.

    Such as:

    Every 0.5 seconds -> Text [Set Text] FPS & " " & cpuutilisation

    It'll update the info 2 times per second.

    CPU Utilisation is an approximate though it is very accurate in my experience. It's a ration from 0.0 to 0.99, representing 0 to 99% load on the main logic thread.

    Just tested and yeh got the achievement, so things are working as expected..

    Nate! Just played Slayaway Camp on Kong, very cool game man. Is this with C2's 3D addon or Unity?

    I got up to 30 moving objects onscreen at 1 time. Construct2 is much faster.

    30?!

    More like thousands.

    https://youtu.be/dk9Dn41vNKs?t=20s <-- This runs excellent on iOS & Android.

  • Should pass Greenlight soon, it's a good game!

  • Hey, good luck on the Greenlight!

    C2 scales really well based on game complexity. What I mean:

    1. For the most part, it's own management of memory is excellent.

    2. The editor itself and event system allows for fast workflow of even huge projects.

    3. It can be very powerful once you get accustomed, allowing for any 2D genre to be handled easily. This along with being easy to learn makes it the best 2D game engine, period.

    Whether its included in C2 or not isn't as important as having it functional. So far it's working well for me, I'm using the one for NW.js 0.13, everything ok.

  • gumshoe2029

    My game is a modernized Escape Velocity & Star Control with a focus on RPG. I guess Distant Worlds is similar, top down space adventure.

    I was CPU bound for logic early on which forced me to better optimize the events for AI & NPC Pilots. If you need a lot of star sprites, you can use GPU shaders for that, generating star fields and such, rather than doing it sprite based.

    I don't think there's a possible way to setup that, since they are different stores. And iOS doesn't have a good key system without limitations.

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  • How many sprites do you have on-screen at once?

    Also, how do you go about debugging mobile clients? Do you have representative machines, or do you use virtualization?

    Have you ever run across a white-screen issue? Our current website and client both suffer from a white-screen issue, that I have been unable to solve as of yet...

    In big fleet battles, sprites/particles get to around 3000. It's mostly due to ship, missile & weapons trail effects, which is made up of lots of fading sprites.

    Performance is not sprite limited, it's CPU logic limited to process my AI & Pilots.

    I test it over wi-fi on the browser of devices and look at usage statistics and base my optimizations on event groups which are using too much CPU.

    The only issues I've had are with audio but there are work-arounds for those.

  • Nice work!

  • Yea, everyone I know that plays Pokemon GO complains about batteries now, lol. This is why we are designing for PC for now...

    Well, the gamers complaint about it but it doesn't stop them playing anyway! I think they know, something like an iPhone 6 or typical mobile, will go flat in around 3 hours gaming seriously. I don't like it, but I'm not actually a mobile gamer so I see it differently.

    My point is C2 games can work great on mobiles, so it's a good idea to think about porting over your games to these platforms too. Additional sales or passive income is great.

  • hey great you got the Steam Achievements working.. did you use MadSpy's plugin?

    if so can you tell us what versions of C2 and Node you are using with it?

    I use Scirra's experimental Greenworks and NW.js 0.13.

    I find no difference in NW 0.14 to 0.16 in performance, so there's no point in me using those newer ones. 0.13 is fast, smooth and stable.

    I'm on C2 227. I posted about that in the Greenworks thread in the general forum.

    The bad thing about NW is it still fails to load on OSX for big games, once you get above 1000 assets, you pretty much cannot export to MAC. Linux however works!

  • I only wish mobile makers would get serious about increasing battery life, because as soon as you load CPU/GPU on these devices, they got flat real fast. It's more like they are made for idling rather than serious gaming.

    Besides that, C2 + Mobiles & PC = great currently!

    The "New Game, Continue" are blurry sprites I made on purpose, on PC it fades out after a few seconds of inactivity so the background battles come into play and it becomes like a stress test / screen saver.

    I ran it on a Galaxy Tab A (1024 x 768 resolution), which has terrible hardware and it was running really smooth! But I was hesitant to recommend it, knowing that there's so many older Android devices which can have issues with Chromium.

  • Just noticed that this had arrived on android have downloaded and am enjoying it so far

    Great work

    Thanks Darth!

    I'm personally impressed with how far Chromium has come, it's got excellent performance and smoothness these days, light years ahead of the situation a year ago.

    And interestingly enough, I had quite a few emails from Russian players asking for RU translation. It's my fault this one, well, newbie mistake and also lack of $$ for good translation services.

    All in all, I am happy it's finally on iOS & Android too. Early days but it's selling better than I was hoping for on Android. I figured $7.99 is such a big price for mobile games, it would be rejected and nobody buys it, Android specifically with problems with piracy. But I was wrong in my expectations.

  • OK that was great. The game was perfectly stable, the phone didn't get hot AT ALL and on top it was fairly fun. So it IS possible and I need to get my shit together. Thanks for that!

    If all you're worried about is stability or performance, then don't be.

    https://itunes.apple.com/app/id1088622798

    https://play.google.com/store/apps/deve ... d=Halfgeek

    C2 is great for mobiles, despite some drawbacks, but event & game optimizations can do great things.