Halfgeek's Forum Posts

  • I could remove the pink pixels.

    Each system's layout is 6400, 4320 to 1.5X bigger.

    I've learnt a lot when I first started, making Ninja Legacy run smooth on mobiles. And still I've learnt a lot more making Star Nomad so far.

  • Trading UI! Dynamic prices adjust based on your sell/buys. Station & Region specific prices.

    Simply approach a station, come to a stop and touch Trade icon to initiate Dock/Trade.

    Drag & Drop trading/cargo system.

    Fill up and fly to a station where your goods fetch the best prices and profit!!

    When I was testing it, I tried to use some examples on the tutorial here with Arrays but it consumed a lot of CPU grunt so I started from scratch with my own implementation. The trade system I came up with has no Array usage, just lean mean variables.

    With the game running (all the ships flying around and AI patrols) and the trade UI being used, the game ran at 60 fps on my older tablet! o_O

  • > Any updates or ETAs on AdMob support in Crosswalk/XDK?

    >

    As far as I know, it's been integrated with XDK. I believe it will be public soon.

    Nice job guys. Ashley you will have to update C2's Android/XDK plugin to support this, correct?

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  • > I must say that there were a lot of unhelpful answers in this thread.

    >

    I think he's missing the point.

    It would be better to look at recent successful games, one by one, and ask yourself "can this game be cloned in construct 2?".

    You'll find that the answer is yes in most cases.

    Certainly a yes for most of them. The only ones where you cannot are MMOs, ie. Clash of Clans.

  • - rendering work on a CPU is usually so slow as to be not worth the bother at all, even with SIMD. GPUs do that way better, and already do in WebGL mode! Also, what makes you think WebGL mode is slow? It benchmarks upwards of twice as fast as canvas2d in most cases.

    I am referring to WebGL effects, its utterly broken on mobiles as the performance hit is usually massive to a point of crippling performance on the latest hardware. So there is room for improvement right there.

  • Hope they do a better job than CocoonJS!

    At least now the field is getting busy with competitors. More companies solving the same problem = good for us game devs on C2.

  • Joannesalfa That Facebook incident was a long time ago now, times have moved on, HTML5 and JS have gotten much faster AND mobile CPU/GPU have improved so much.

    "You know why a lot of C2 users post here about mobile performance... frequently"

    Most of the time its because they did a horrible job of optimizing. C2's speed & ease of usage in the hands of someone who doesn't know how to optimize games for mobiles = recipe for a disaster real quick.

    You don't have to look far, just the most recent complaint about lack of Direct X in C2 as an excuse for his game running poorly... turns out the game is just poorly optimized.

  • I thought it was a browser to run apps.. well, so its a novel JS app-engine??

  • Pointless until the majority of users install Nidium for apps to flourish.

    The chance of them doing that? Not very high with Google pushing Chrome so hard and Apple resisting anything non Safari.

  • Ashley I thought SIMD would really help graphics related tasks, especially 3D rendering where its highly repetitive data, but surely it could be applied for 2d or even the particle system in C2? I think Pode has a great point as WebGL currently is terribly slow and I would therefore label it broken for mobiles.

  • This sounds like not knowing enough about the software and limitations (shared by all engines).

    I myself called this a hobbyist tool for lack of knowledge.

    I have since changed my stance and am blown away at the the power of this software.

    What took me over 2000 events to do, I can now do in under a 600. This is called acquired knowledge.

    And what was 15 fps cruises at 60fps and no bottlenecks.

    Like anything in life, you just have to learn the tools. What they can/can't do and adjust accordingly.

    And trust me, I still don't know how to do 80% of the things I haven't even tried yet. Lots more learning as new games get developed.

    This is spot on.

    As I've said several times in defense of C2, its because its such a simple game engine to use, most users very quickly make a poorly optimized game that struggles even on strong hardware.

    But if optimized well, C2 can achieve amazing results even on mobiles.

    The problem is that optimization requires someone with a lot of programming/C2 experience.

    C2: Easy to use, hard to master.

  • I have more than 15,000 collisions checks per tick on my game and i don't know if it bad or not?

    PC game? Well if you test it and it runs fine then no worries.

    Likewise, a number is meaningless, test your game on devices that you are targeting and keep testing it as you progress.

  • Any updates or ETAs on AdMob support in Crosswalk/XDK?

  • It will be a huge boost to all apps using the updated Javascript, as its able to tap into CPU/GPU and SoCs that support SIMD. GPUs especially since the base architecture is just essentially a lot of SIMD (or variants such as VLIW) processors in parallel.

  • Yup, 2014 is gonna be a sweet year for HTML5 gaming.