Halfgeek's Forum Posts

  • Ill have to give this game a shot with my Samsung Galaxy 8.4 Pro tomorrow. I will let you know what it does.

    Thanks.

    I did testing on Samsung S4/S5 but didnt have access to the tablets to test, only other tabs like Nexus 7/10 and LG etc. Seems CocoonJS is really bugged for certain Samsung devices, hope they fix it soon.

  • > MaorKeshet

    >

    > I suggest you try CocoonJS, while it lacks memory management, it does not have this memory accumulation issue upon changing layout (other user of Ejecta have reported the same bug). So if its <200MB total with CJS, it should be ok on 512mb devices. Not ideal though.

    >

    > Hopefully later this year, Phonegap + iOS8 will be great.

    >

    Thnx Silverforce. As far as I know CocoonJS is limited to 30Mb app size. My completed app will be ~150Mb. Is there a way to wrap such large app with CocoonJS?

    If you request premium access with them, they will up the limit to 200Mb. But just in case, you cannot upload over 50Mb APK to the Google Store currently.

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  • MaorKeshet

    I suggest you try CocoonJS, while it lacks memory management, it does not have this memory accumulation issue upon changing layout (other user of Ejecta have reported the same bug). So if its <200MB total with CJS, it should be ok on 512mb devices. Not ideal though.

    Hopefully later this year, Phonegap + iOS8 will be great.

  • > It is very strange because my older compiled game Firewall ( GeometriX can you try that too please? Thank you so much ) using 1.4.7 awhile ago never crashed on S2/S3. But now that I recompiled it, again, using 1.4.7 I hope its not crashing. If it is, then its definitely a cloud compiler issue that isn't restricted to 2.0.1.

    >

    Firewall is working fine. Must be the cloud compiler :/

    So stumped don't get it.. Firewall was updated today, compiled on 1.4.7 and you say it works fine. Star Nomad is also on 1.4.7 now and crashes.

    The crash report from users have this as the cause: libCocoonJSLib.so <- thats their CJS library. The crash isn't related to memory so its not a case of loading too much into vram.

  • Excellent game

    Justed wasted an hour on it

    Plays fine on my 2012 nexus 7 most of the time

    Have had to shut down my tablet a couple of times as it was crashing at the ludei screen

    I honestly have no idea whats going on with CJS, it used to work very well. This game isnt that intensive on memory, but the crashes are related to the libCocoonJSLib.so library and not memory warnings.

    Glad you like the game though!

  • It is very strange because my older compiled game Firewall ( GeometriX can you try that too please? Thank you so much ) using 1.4.7 awhile ago never crashed on S2/S3. But now that I recompiled it, again, using 1.4.7 I hope its not crashing. If it is, then its definitely a cloud compiler issue that isn't restricted to 2.0.1.

  • Yup, I posted this on their HTML5 blog: http://blog.ludei.com/cocoonjs-and-cons ... 4-edition/

    "Figured out why it was crashing on a lot Samsung devices, it’s due to SIGILL (missed it in the release notes for v2.0.1), as I’ve recently switched to the new compiler version. Was using 1.4.7 before.

    LUDEI, you guys need to halt 2.0.1 as an option in your compiler, it doesn’t just crash on Samsung Tab (which is the bulk of the Android market) but also other Samsung phones with the same CPU, such as S2/S3 and even Note.

    Make it clearer in the release note when the bug is THAT significant or heck, don’t release it. "

    It's my fault for not reading their entire release notes, I tested 2.0.1 on my own devices (S4 and other brands) and it was fine, so I launched my Star Nomad game on Android.. and then get user crash reports coming in for S2 and S3. S2 i can understand its old but S3? Come on man that thing is still very powerful. Not only that, but the same Samsung CPU/GPU combo is used on their Tablets & Phones and lots of variation in models. There is a LOT of samsung stuff out there, for such a fatal bug to happen and released...

    ps. Does anyone have a Samsung S3? I cannot access one right now for testing, but I have updated my game with 1.4.7 I want to know if its still crashing.. is so its probably something on their cloud compiler end and not just 2.0.1.

    Start Nomad on Google Store: https://play.google.com/store/apps/deta ... omad&hl=en

  • PKrawczynski

    Yeah its definitely a CocoonJS bug, so freaken annoying. I get that same error report from users on Samsung S2 phones, Tab 2/3.

    It's a shame since I designed this game to use the least art as possible while still looking decent. I was glad to finally get all assets loaded to only use ~150MB since I knew it would work on low end devices.. but really, not working on Samsung stuff is a damn SIN.

    It works amazingly well on S4/S5. S3 some models work, others don't. I believe there is a problem with CJS & a variant of Samsung's Exynos CPU that some of their models use.

    As for Crosswalk/XDK, there's a GPU blacklist on a lot of older Samsung devices as well, ones with Mali GPUs. If you try to force it, you risk random crashes & your WebGL effects not working etc.

    On the mobile side of things, there's definitely huge room for improvements.

  • gamecorptm

    Did it run fine on your devices?

    PKrawczynski

    I've updated it with some changes, along with CJS 1.4.7 which didn't have such a bad bug with Samsung devices. Let me know if it still crash on your Tab 3.

  • Oh, don't use 2.0.1, I didn't read the release notes all the way down.. they have a bug on a lot of Samsung devices, crash on loading the CJS library. Not cool to release a new version with such a crippling bug.

  • Sonofa... just saw this on Ludei's release note for 2.0.1:

    http://support.ludei.com/hc/en-us/artic ... nJS-v2-0-1

    "Samsung Galaxy Tab devices crash due to SIGILL. We have already found the issue related to V8 and this specific hardware/processor and are working hard to try to solve it asap."

    I knew it didnt happen on 1.4.7

    Compiling it for 1.4.7 now. Soon you can test it on your Tab 3 PKrawczynski <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

    Seriously Ludei, wtf how can you release a new version without testing on Samsung devices.. its the most popular brand. Its also not TAB devices, its a lot of other Samsung devices that use that particular CPU. O_o

  • Alright, I get you man.

    So as a C2 beginner, what computing knowledge would you say I need to learn to before I could make a respectable, high quality game? I've made a platformer and a top down shooter using the respective tutorials, without any code or programming. Now I want to get my knowledge to a point where my next game can compete with the best on Newgrounds. I have ideas all ready, just need to technical ability to convert them into a quality product.

    PC games can really go all out as they tend not to have performance issues (tend not too, doesn't mean it wont happen with sloppy game code n design). So the most important thing is visual and gameplay, for that, you need a real artist if you want to make top quality games.

  • PKrawczynski

    I was going to use 1.4.7 but tested 2.0.1 on my devices and it seem to run fine, but it should not crash on galaxy tab 3, since my other games with 1.4.7 run fine on those devices. I'm getting user reports that its crashing on S3 as well which just should not happen at all, so i think 2.0.1 is unstable. It seems to crash much more often on lower resolution devices, something which didnt happen on 1.4.7 so I think they've changed the way it handles scaling.

    I'll update it now back to 1.4.7.

    It took me 4 months. First blog was after I spent some time getting the AI to function as Id like it.

    ps. the crash log from user reports have it crashing on cocoonjs library loading, so its not at asset loading.. its the CJS itself that is buggy, prolly 2.0.1 related. fingers cross 1.4.7 behaves.

  • PKrawczynski

    4 months. 4000 events. ~7MB without audio, 24MB with audio.

    Construct 2 doesn't scale because CocoonJS does the scaling, which differs to Crosswalk/XDk and browsers. If you set C2 to scale via Letterbox (the good mode to get more compatibility), CocoonJS will ignore that and default to Scale Outer. It doesn't do Letterbox Scaling.

    The game runs too slow (about 20% performance deficit compared to CJS) for my liking on Crosswalk. Plus, the WebGL shader effect "Glass" is broken when I compiled it, hmin one of the Crosswalk dev is aware of the issue.

    The crashing is not memory related. I'm using their version 2.0.1 compiler, might have to revert back to 1.4.7 (the last stable one that had few issues).

  • PKrawczynski

    I can't blame CocoonJS for this because the entire loading into memory is only ~150MB (which isn't huge, I had a 460MB game running on a 1GB ram device!). If your resolution is too low below the 1280 x 720p threshold, the game isn't playable. It's just the way I've designed it. I've put that as a requirement in my Store description.

    It really is meant for 720p + devices. Now, if it was crashing on your Tab 3 8 Inch with 1280 x 800 screen, then I would be very worried.