Halfgeek's Forum Posts

  • It's awesome, for me, The Next Penelope is the benchmark of a good looking game made with C2. This and Airscape are definitely top.

  • PKrawczynski

    That's ridiculous because the Tab 3 has what, 1.5gb of ram? I've tested it a whole range of devices.

    Star Nomad only use ~150mb, hardly anything for all the art assets.

    I know it will crash for two reasons from my own testing:

    1. Obviously not enough memory (often on 512/768mb devices with lots of apps running in background).

    2. Modified Android OS, such as Cyanogenmod.

    Edit: is it the Tab 3 7 inch? 1024x600 pixels, 1GB ram. The Tab 3 8 Inch has 1280x800 pixel and 1.5GB of ram.

    The game doesn't work for sub 720p devices. It was a design choice to aim for that minimum specs (since generally devices with less resolution that that tend to have very weak hardware and wont be able to handle such a complex game).

  • CJS has a performance advantage, it still has when compared to Crosswalk which is a Chromium engine with WebGL acceleration.

    The question is, if CJS implements memory management, will other native compilers have their advantages?

    I'm talking a native app and not a mobile browser game.

  • I dont think it will happen any time soon, since they have never indicated it was a possibility.

    Games with CJS will have to be low/moderate with graphic assets for the foreseeable future. Saying that, it is a great compiler since it does offer better performance along with monetization options. And its great for both Android & iOS.

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  • It's finally launched: https://play.google.com/store/apps/deta ... .starnomad

    Thank you all for the feedback and interest.

    Now, onto the iOS version! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • Trailer:

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    Long Trailer:

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    Star Nomad is a 2D top-down tribute to classic spacesims of old such as Elite, Wing Commander: Privateer 1 & 2, Escape Velocity and Freelancer. If you are a fan of these games, then you're in for a nostalgic ride!

    [FEATURES]

    * Be a neural data transporter or cargo runner.

    * Be a Mercenary taking on random missions (patrol, bounty hunting, defend & escort).

    * Be a Asteroid miner seeking rare ores.

    * Be a Merchant trading in goods with many profitable routes to find!

    * Be a Smuggler dealing in lucrative drugs & evading the law!

    * Be a Pirate attacking merchant ships, become infamous, join the pirate factions & fight for anarchy!

    * Join huge multi-faction fleet battles!

    * Dynamic faction standing system, where your actions will determine friend-or-foe.

    * Multiple ship classes to fly, including drone carriers & the mighty Yamato Battleship!

    * All ships are up-gradable with modules.

    Star Nomad is a sandbox at heart, but it's also story driven with a personal plot that puts you right in the pilot seat to determine the outcome of a civil war raging across the Sector, culminating in a final "Zero Sum" plot.

    Steam Greenlight: http://steamcommunity.com/sharedfiles/f ... =317966541

    Android: https://play.google.com/store/apps/deta ... lite&hl=en

    iOS for iPhone 6/Plus & iPads with Retina (iOS8+): https://itunes.apple.com/WebObjects/MZS ... 77727&mt=8

    Desura (PC/MAC): http://www.desura.com/games/star-nomad-rpg-rts-sandbox

    Thanks to everyone who has helped by voting YES! <img src="{SMILIES_PATH}/icon_e_biggrin.gif" alt=":D" title="Very Happy">

  • I guy that is serious made this game in C2

    The next Penelope, look that up,

    There's Super Ubi Land

    Bumper's Quest

    Airscape, which got greenlit

    Dethlands, by the creator of Bumper's Quest

    Towerclimb? Not really sure if CC or C2

    Arima is working on Shards, which is an RPG

    Etc.

    Those are all pretty big games and they all handle mostly perfectly

    Generally PC games don't have a problem with performance. All the performance complaints are usually on mobiles.

  • Lots always complain about bad performance, but honestly I haven't found it to be a problem. Try for yourself and see: https://play.google.com/store/apps/deta ... free&hl=en

    This is my performance test game that I run on a lot of devices, iPhone 4 cannot handle it, but iPhone 4S onwards do it easy, even Android devices from 2010 (HTC Incredible S, dual core, 512mb of ram) run it smoothly.

    It uses a LOT of objects, particles, behaviors AND webGL shaders. Baiscally all the fundamentals of whats required for a good game, but in a small and simple design. Took me a day to make it.

    Big games are also possible, but currently only through Crosswalk/XDK due to its memory management. We're still waiting for monetization support from XDK though. Smaller games (less art asset, doesn't mean "small game") run great with CocoonJS & Ejecta.

  • You can release larger games, it will mean you have to set the minimum specs for devices with 1GB of memory. That rules out iPhone 4S and older iPads, unfortunately.

  • Cipriux I dont use full screen ads in any of my games so cannot say. But I read from others in this thread they got it to work fine.

  • > At the moment, it is not recommended to make big games with lots of art assets for iOS, its just not possible given our current wrapper toolsets: Ejecta and CocoonJS.

    > For Android, its only possible thanks to Crosswalk, but again, its missing quite a few monetization features. It's a waiting game unfortunately.

    >

    > We just have to make do with games that don't use too much big art or lots of big animation frames.

    >

    >

    - are you suggesting that my app is too big to ever run on iOS? I did not give up yet...

    Have you checked how much memory it uses on iOS yet?

    Because older Apple devices have 512mb of ram and if your App uses more than ~200mb, its likely to crash.

  • Other users have reported a temporary spike (doubling) in memory use during layout changes with Ejecta. That spike can cause crashes if the device doesn't have enough memory to handle it. This behavior is not present in Crosswalk/XDK for Android. On CJS, its worse since that "spike" high usage is always from the start.

    At the moment, it is not recommended to make big games with lots of art assets for iOS, its just not possible given our current wrapper toolsets: Ejecta and CocoonJS.

    For Android, its only possible thanks to Crosswalk, but again, its missing quite a few monetization features. It's a waiting game unfortunately.

    We just have to make do with games that don't use too much big art or lots of big animation frames.

    jayderyu In my own testing, audio music has no impact since its loaded on call and for that track that you play only. Sound is loaded into memory the first time its played (with Crosswalk) so there's a slight delay on the first sound fx, but subsequent ones are fine. Generally sound files (short 1-2s) dont consume much memory.

    MaorKeshet My biggest layout in c2 for one of my game was reported as 83MB memory used. It used 460MB of memory when running on devices compiled with CocoonJS. It kills most Apple devices, instant crash on load.

  • Tested IAPs, work fine, default CJS from C2 version R171 beta, compiled with CJS ver 2.0.1. Both AdMob banner and Store IAPs work.

    Seems like this latest CJS version is more stable too. No crashes entire day of testing. Old version would have a random crash every 1 to 2 hours.

  • Does this happen with an actual CJS compile for you or only preview? I just did mine with R171 and using all 3 versions of the CJS compiler: 1.4.7, 2.0.0 and the latest 2.0.1 and my WebStorage saving works fine.

  • No worries, PS4 and XBONE are just starting their life.. its gonna be 8 years of these two as top consoles, we got time to get HTML5 games on there, eventually!