lwgames's Forum Posts

  • The task manager measurements are not necessarily accurate, and since Chromium is a multi-process browser engine I don't know if it's maybe counting the same allocation twice, so it's really making one allocation but listing it for two processes.

    BTW 500mb memory usage for images is so extraordinarily high, many low and mid range desktops and laptops will be unable to run the game, because they don't have enough VRAM!

    Thanks for the quick response Ashley.

    As for memory usage i have a huge world map 12000x8900. I will split the map in 2048x2048 pieces and see what i can do from there.

  • lwgames

    lovely!

    Have you done any guerilla merketing?

    ...because i see quite more downloads than other people here have.

    Yes i did some marketing and submissions, but i gave up in the end since its a clone so low downloads unless you invest thousands on dollars in advertising(downloads). I have another two-three small games on the pipe, will see how they do, since they are somewhat more unique.

  • So i started a new project which uses in this current stage 500 mega (dont ask, it has a huge map, need to find a way to reduce the size without quality loss).

    When i run the exe i noticed in task manager 3 .exe * 32 (windows 7 64 bits) with 2 of them having 512 ram usage each, in total 1024+, why it doubles the usage? I tried with a small game from 10 mega usage, it turned into 2 .exes with 20-24 each so it doubles the usages shown in the construct memory usage when building your project.

    Is this right?

    Thanks

  • crosswalk doesnt need that since iframe works with it, so you just have to add a iframe and ad (leadbot) in it and you are good to go.

    On cocoon you cant add frames, so you are the mercy of the ad networks cocoon is paid by....

  • i was talking about web mobile, not wrapper cocoon/sdk mobile....

  • I don't really post around here anymore, but i have been using construct continually since all those years back when classic was starting out.

    As it stands i don't see myself using C2 very often compared to CC, even though its a way superior tool to classic in terms of stability. C2 has definitely improved a TON since it started out, things with more complexity than a few events and some behaviors actually end up working quite well on desktop, yet it falls short in so many areas because it's held back by trying to achieve what classic did in a webpage. The whole advantage of doing everything in html5 for C2 was to make the games work on as wide a range of platforms as possible, and yet in trying to use html5 as a catchall C2 games end up working from my experience okay-to-well on desktop and shoddily everywhere else. I feel like in choosing html5 C2 has become a jack of all trades and master of none. Its a bit frustrating coming from an experienced background using Classic that the successor to it still hasn't surpassed it at making games that run natively. In fact it's honestly nowhere close as long as its using html5, with all the overhead that comes with using html5 vs the performance a native game using opengl/directX would have.

    I'm not trying to hate on C2, its a fantastic program and i do end up using it because having a game that runs everywhere is a beautiful thing. But its disappointing that html5, and not C2 is whats limiting me. With CC i could literally look at ANY 2D game, and even simple 3D ones and understand that it would be plausible to make a large portion of them exactly as they were using CC alone. With C2 i see a game and though building it is possible getting the performance you'd expect on modern hardware isn't.

    I don't really know the details of how C2 is designed, but i just wish it could export native games that used SDL with opengl, or something similar, so that games that take advantage of modern hardware could finally be made using it, rather than what a lot of people see as a novelty in making their games run in browsers.

    A lot of people, i'd even say the majority, use tools like construct/gamemaker/multimedia-fusion etc. because they want to make their "dream" game, not because they want to make their game as marketable and cross platform as possible. It's a hobby, and i think enabling people to make their game as big and complicated as they want within the scope of current hardware, rather than force them into cutting back so many features modern hardware would allow, makes C2 a lot less appealing to a lot of users. I think this is pretty evident in the way the old user-base was essentially alienated with the new goals scirra had in making C2 from its inception to when CC was retired. A lot of people didn't leave because we got tired and stopped using the software, its just C2 didn't fill our needs and still hasn't.

    Good post. This is one of the engine biggest weakness. The HTML 5 nonsense. The engine workflow and creation process its the advantage, the rest is the disadvantage. Imagine (i repeat myself) a CC, Gamemaker with this production flow, export open gl, exe desktop, and then in time develop other exporters. Scirra put all their money in html 5 non sense and that's why we are here.

    I never picked up the engine for the Html 5 nonsense, i only saw it as a plus that you can put a demo online, but that was it. It didnt even had a exe wrapper back in those days lol.

    In theory you can make a html 5 game and work on all platforms, on practice, no, unless you make a very static and simple game. For example i made a small game for Desktop, works well, unless (blacklisted gfxs), to make it work on canvas2d browsers it almost impossible, most of the time. Half is because how the engine is made, and half because of this shitty HTML 5 technology(that in 1 gazillion years will be cool ...). JS Frameworks like Phaser have very high performance, and while they are simple to use them, i dont have time for it since i am not a professional programmer and it was never my intention to be.

    Made a small game:

    • Works on desktop
    • After optimization(so bassicly another version) it barely works on web mobile
    • After another optimization and basically another version, works good with wrapper on iphone 4s and samsung galaxy s2 and up. A fracking flappy clone! Epic multiplatform!

    So overall this non sense of HTML 5 multiplatform is not real at the moment, it might be in a few years, but i guess many of us wont be here.

    I am still working with c2 now, but every day i think about moving on to another engine, probably Unity as soon as i have more time for developing or just develop for desktop, and pray for the best lol...

  • UPDATE:

    At the suggestions of a few fellow users, i made a dedicated site for this purposes and more here: http://lw-games.com/c2games

    C2 Games is a social bookmarking site specially made for us C2 Developers to share our published apps, exchange ratings/feedback and more.

    In time i will do some SEO too, so that links that get published on this site will get some SEO juice too. At the same time the site will act as a showcase to some of the cool C2 games.

    Temp Rules:

    1. Post a link to your published app on Android, iOS, HTML 5 Website or Desktop Game

    2. Add a description, small summary for first page, and on description add your notes, see example: http://lw-games.com/c2games/story.php?t ... oogle-play

    3. Dont ask for specific ratings values, or positive/negative reviews.

    * Will develop more rules together

    * Will add more categories and in time maybe news, articles related to what we needs as c2 devs.

  • I agree we need to make list but who will do it Beaverlicious

    i ll do it, i will make a special site for c2, very similar to digg, where user can submit their published games on several platforms, with details and stuff, and other users can see following the link and rate them. BRB:)

  • I rated your game with 4 stars i liked music and animations - 1 star for originality, one suggestion from me, but its just me , i didn't like sound when dog plane hit the obstacle, that sound reminded me to much of "flappybird" . taped also ad because we construct guys need to stick together.

    P.S my game will be out, i hope, in month or so waiting for big cocoon update. lwgames

    Thanks. i added that sound, since its a flappy clone after all, but with some improvements ( you are not the only one saying this, so i might change it within the next update). I am waiting for the cocoon update too, so the game wont crash with music on. In the end it wasn't a good decision to make a flappy clone, but i did it anyway since i had some art available, and i wanted to test the whole process of android export performance and other things, next game will be more unique. Thanks for your time and gl with you game.

  • Ok, ill start. my latest silly game: http://bit.ly/1fp6fBB (google play) Install, give it a rating and/or review, i accept rating of 1 too. If you encounter problems let me know, beside that sometimes on sleep/resume phone the game crashes (Cocoon JS TM Music Bug). If you have a game on google play or amazon apps, let me know and ill do the same. kristsbee

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  • Crosswalk has only been around a couple of months, and in that time it's already improved a lot and fixed a bunch of bugs....

    Crosswalk sounds pretty good, i tested it a bit, but it needs more work, still, lots of promise there, if you guys work together, it will be what exactly we need at moment, doesn't matter if is native or non native or whatever, as long as we know is official supported by you and its not limited, its good.

    iOS CooconJS does seem to work better than Android in my case, so its ok, you are limited by memory, their ads network and so on, but its doable.

    Optimizations sounds good, beside a few quirks which i still dont understand on performance, i usually get a good performance lately but they are still bits that make no sense, of course i ve been fighting with mobile web html 5, which is a mess for active games, but oh well, lets hope the tech improves.

    Also we need a better forum structure on support, now is just a mess tbh. I recommend a few sticky topics which will help a lot in How do i?

    Example:

    a) Best practices for html 5 web development (performance and proper coding structure)

    b) same but for mobile

    c) same but for mobile web html 5 (this is one is a pain) here are some looses in performance sometimes that make no sense. Of course its mostly related to young browser and canvas2d, but sometimes i feel lost and there very few answers on the forum, beside the common sense tips. Example: Canvas manipulation on Safari doesnt work well (or maybe i am doing it wrong), no full screen trigger on Safari, tips on how to fill the browser screen, stuff like that. Performance tips and so on.

    C2 is easy to use and intuitive for the most, which is the reason we all use it, but to keep a decent performance on some platforms, we need more info, topics, stickies, etc. Of course most of this comes with experience and time, but sometimes its annoying:) For example in my last mobile web html 5 experiment i had so much shutter by just moving 3-4 objects on screen, for no reasons that i found (no ticks events, no endless loops, no crazy collision checks, etc). Of course on point rendering things were better, but Safari doesn't even know that.

    The new distribution and publishing subforum its a good idea.

  • Everyone says they want genuine feedback, until you give it to them. Then they spend the bulk of the thread defending their work and why they did it the way they did rather then listening to the feedback.

    true, but to be honest, i prefer more ratings/reviews, then no rating, good or bad.

  • So i am trying to scale my 480x320 game to cover the whole mobile web screen for Chrome and Safari.

    On using scale inner and on touch even with browser full screen (inner), it works well on Android.

    On my iphone 4, with iOS 6, on full screen, i get extra 60 points of height. I tried to hack it, since i use scaling with no dpi, so it remains always 320, like this:

    Windows Height > 320 : Browser Full Scree (ScaleInner); Set Canvas Size 480x320

    Trigger Once:

    It works on first, second try after that it goes a weird height...

    Anyone has more reliable methods to scale the canvas to exact browser size at anytime?

    Thanks

  • so is this on 163? cause for me fullscreen trigger on touch only works on Android for me, but on safari ios 6+, ney:(

    Thanks

  • First, you can get 30-35fps on crosswalk, but on same games is not enough, endless runners with 30 fps its a no go, at least in my experience. Still its promising, you can use iframe(load any ads you like, not the one cocoon or god knows wants), load by layout, that can be very good, custom permissions, but it is months away. Of course if you have dont many continuous actions for the protagonist, it works, yes. I see a lot potential in crosswalk and i understand why Scirra stopped using Cocoon Js, they are pretty horrible, and they lock you in. For example you cannot use iframe, so you are locked into their advertising partners, or you have to develop your api for ads, which is another horrible thing. The support is also terrible, i had to find out by myself why the hell the android app crashes on resume/lock. Its because how Cocoon JS handles music, so no music.

    I bought C2 for nodewebkit, to make desktop games, and it can do that. I stopped for now, because of the budget and time limitation, so i went to test the market with small games, until hopefully i get a budget to make real game, that means: Desktop small indie games, no mobile cash grabs.

    Now i never talked about fps, yes we have ways to have a decent outpout, but not without crashes, missing lock screen or audio. Which is not Scirra fault, its just because they are third party, and Scirra refuses to make a native, or NON native official exporter/s.

    I understand Ashely strategy, i just dont get where the money from the last 2 years went? A programmer hired for 1 year to make an native or non native official exporter/s is that much for you guys. You sold quite a lot of copies, C2 is everywhere on net.

    Of course its not my place to ask what you do with your income, but i cant stop wondering, after so much success, no official exporters present, you employ a buggy free forum software, instead of buying xenforo or vbulletin, its still bugged on dual login, i have to log in everyday, maybe its the cookie, or you guys dint fix a common bug in phpbb. It just feel weird sometimes... like mucho talk but not real investments

    "That being said, an outlook to the future cannot solve current problems" it was the same retoric 2 years ago, HTML 5 will be great in the next years, it will be the holy grail, 2 years later, well HTML 5 will be great in the future... Yes, i am sure it will have a big place on the market, not as big as Scirra and other bloggers like to promote, at least not at first, but what about now? What we do now that we bought this software? We makes games that the engines wants, but not those that engines promotes that we can. You really should remove that marketing crap from the landing page, its so deceiving. "It can export to ALL platforms here, but * with some problems lol.

    It can make decent html 5 web games, YES IT DOES, cant make serious income with them, unless you invest some serious money in graphics, but its a start, so. CHECK

    It can make desktop games, YES IT DOES, with problems on XP and VISTA, but it can. CHECK.

    The rest ? Incomplete. It can in theory, but with some limitations.****

    I think ill stop here, i or we tell again that the engine seriously needs an official exporter native or non native, but official and its supported by Scirra and optimized for their engine, and we get again another rethoric. I wont even bother to talk about the GPU non sense and mobile performance. I never told that is C2 fault for that, and in some cases it might be, its because we are using third party. Again Ashely sends to knock on doors. Crosswalk will be better in X months, Html 5 will rule the world in X years. Play some html 5 mobile games to see how it rules the world...

    I understand you cannot make a native exporter, but why the hell we dont have a non native official exporter like crosswalk after 2 years?

    1) You lost lots of money which you could earn by selling this addon and support your community too.

    2) Lost of sale and made your customer base knock on doors...

    This is goin nowhere, ill just stop posting on this matter...i am already derailing... every time Ashley talks about HTML 5 future, i get a headache.