jayderyu's Forum Posts

  • Those are native games and get more available access to ram. Also games from large companies run very rigid memory management to get the most out of the ram.

    Where as C2 games are running with wrapper layer and a small browser later before it even reaches C2.

  • Ok, what happened. C2 uses a brute force collision check. The block falling check was doing 2500(50x50 blocks) collision checks per tick. And no block managed to reach anykind of rest state

    oh, I got an idea. Give each block a Row/Col and a gotoX/Y variables. Upon deletion of block itterate each col(by for each ordered, block.col, descending) where blocks where destroyed. Assign the above blocks new Row and set a gotoY, and set falling = 1.

    then block.falling = 1 and block.y < block.gotoY

    -set position block.y = whatever

    -if block.y > block.gotoy

    -- block.y = block.gotoy,

    -- block.falling = 0

    I'm off too bed, but if I can help work on it tomorrow if you like :)

  • Found your problem. I'm not sure how to fix it yet, but it's your falling block code. it's just killing performance by a massive amount.

    turning it off bumps fps back up to 62. However you obviously need it. I suggest figuring out a versio of block falling rest state.

    On blocks destroyed command.

    set all blocks to rest false

    if block rest = false, then drop.

    upon success of falling, block rest = true

    that way your not constantly causing the block checks to fall. i know you have the trigger once, but i don't think it's the appropriate usage.

  • yeah, there seems to be a spike in wanting an acceptable mobile performance. I don't think this is going to settle until a full action game is made.

  • yep, I missed it :D

    What is your resolution, scale, how many layers?

    do you have a capx you can share?

  • Well for starters Canvas on Android is just slow. Not all Canvas functions are even hardware accelerated. id on't know if C2 uses them or not, but based on that IOS usually does way better on performance I wouldn't be surprised.

    If your going to go mobile development then you need to use CocoonJS. The launcher that you can download from AppStore/Play is easy to use. Performance is massivly better.

  • Awesome :) take it easy on your arm :)

  • So I spent the day trying to install GameClosure.

    My skills at Posix/Unix/Bash just aren't up to snuff to get a OSX focused set up to work on Windows. However there is another person that is managing it. If they do it I will take a look and try to see if a minimal canvas pass will work.... or someone can beat me to it whenever they want. I'm not exactly quick, infact I'm pretty slow :D

    Barista however is another concern. Barista is a kind of object language that is the model for community extensions. So to create an Extension is to use Barista. This actually adds a lot more overhead to just get access to native tools.

    GameClosure might be good to look at once it has matured a little more and someone has managed to get an easy to Windows functionality. In the mean time I will just keep an eye on it :) unless of course you are a Mac developer :)

  • I'm working on an Ouya game and honestly I'll take any avenue to get descent performance, working controller and the IAP.

    Though Pender, Cordova, this sounds like the city I live in. They run parallel to each other in the downtown core.

  • I think I'm most happy that boxer8 is willing to have wrapper based html games on there system. There was a previous reply to another topic they weren't into supporting Browser games and more inclined to support games that use the ODK.

    I suspect that's because of the IAP is in the ODK. Which is there primary means to of the community and money collection. Browsers don't have access to the ODK. So it looks like Wrapped games are a go. So let's see where this can lead.

    I'm looking into getting GameClosure running on windows. I seem to be hit with a problem using git.bash and chown :( to isntall the GC kit. If GC works I might take up writing a a controller and IAP bindings. As it is now rfisher's PhoneGap plugin is the only route and PhoneGap is terrible on performance. So let's just see :)

    keep the sign in's coming. Again even if your not working on an Ouya game, but will consider it some time in the future please just make a reply letting boxer8 know your are interested :)

  • I'm not sure what's to gain with this over something like CocoonJS. Unless they support WebGL (standards-compliant, and not a custom OpenGL binding), I don't see how it would be faster, or easy to integrate.

    Performance aside and I will admit it might not be faster. The developers say it's an OpenGL graphics context and not art of the standard 2d one. I have no idea what what CocoonJS runs on, but no denying CJS last 1.3 performance gain is really good. So performance aside I don't know which is faster.

    however I think the biggest opportunity isn't the performance gain in comparison to CocoonJS, but instead it's open ability for community extensions. Ludie mentioned an extension manager, but no ETA. This could be months or years. Though I have to admit a plus is that CoJS offers already a lot of features.

    On a final note. If CocoonJS is the defacto use. Why bother with PhoneGap or AppMobi? Which are still in the exports.

  • "We�re only supporting OSX at this time, but we have some success running on Linux and Windows. If you�re using an unsupported platform, make sure the following prerequisites are installed and the symlinks all work, and you may have some luck."

    Promising :) I'm going to tinker a little bit and see if a minimal canvas pass to C2 code would be enough.

  • Well for native.exe Awesimuim was removed in favor of node-webkit which seems to be more succesful and faster.

    Although there aren't any "large" games currently created with C2. That's only because large games require larger development teams and C2 is primarly for smaller developers. However my experience with the engine I feel sure I could create a large game with the staff. There are however robust platformers out there. Check 8-bit Boy.

  • So I have a response from boxer8. They posted a reply asking which wrapper/engines they should look into to contact. I hope it leads to something :)

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  • As a reminder when the game is packed to the APK it wont run in Chrome or Dolphin. It will be using Browser(the one that Android by default comes with). So Dolphin and Chrome tests won't show same results. However they do give some insight on a comparitive test.

    Oddly enought I found on my device Browser performs better than Chrome. Go figure

    PS: The screen issue is due to the scale rate integer. The resolution i set the viewport was exactly that of Browser which has 648 height. If the resolution is right it will fill the screen.

    If you could please use Browser to test that would be awesome :)